christos200
Never tell me the odds
SHOGUN IOT
Japan, 1865
War is raging between the Emperor of Japan and the Shogun. Both fight to unite Japan and expel the Barbarians. Thousands have already died. Now, it is time for a Daimyo to rise and end this war. Maybe, it is the time that you, all powerful Daimyo, should try to end the war, unite Japan and gain eternal glory!
Rules:
Joining:
Choose one province. Your nation is ruled by a Daimyo, and I will forbid any Communist, Republican or whatever other government. Also chose a team: Pro-Shogun or Pro-Imperial. Also, you will have to chose a Daimyo. That is important
Factions:
Shogun: A bit cheaper, but more weak units. Low tech, but good stability.
Imperial: Better Units, but more expensive. High tech, but bad stabilty.
Imperials and Shogunate Factions start at war with each other and cannot make peace. If you want to win, you will have to co-operate with other Daimyos of the same faction.
Population:
One of the most importand factors of the game. Each province has 10 Population. You can assign population to do work. For example, they can build houses. Once they finish their work, you are free to use them for other works. Population converted to Units cannot be re-used.
Economy:
Each provinces gives 5 Products and 1 Gold.
Buildings:
Note: Once a building is finished, you can assign the population to an other work. For example, if you have 1 Population to build a house, after 2 turns, when the house is build, you can re-use them for an other work. This can only happen with buildings, not Units.
Units:
Units have attack and defense. Each Faction has it's own Units. You also need to have a certain tech for some Units. There is also upkeep. If you do not pay the Upkeep, your army is disbanded. So, watch your economy. You can also disband an army by yourself and the Pop. will return. For example: If you disband a Samurai, 1 pop. returns to your control.
Shogun Units:
Imperial Units:
Navies:
Both the Shogunate and the Imperials have the same ships.
Steam Ships:
Needs Port and coastal province.
Needs 4 Pop. and 6 Products for one Unit.
It can bombard enemy Units when a battle happens in a coastal area.
Attack: 5
Defense: 5
Bombarment: 6 (adds 6 to Attack or Defense of a Coastal Army. Depends on whether you are the attacker or the defender.)
Military Tech: 3
Carriage: 4 Units
Upkeep: 4 Gold
Battles:
Will be decided by three factors: Attack, Defense, Ability and Luck.
When you attack a province, your Units over all attack must be higher than the over all defense of the Units in the province. Luck is RNG. It is from 1 to 5. Ability is only when your Daimyo leads your army.
Daimyo and Ability:
You can use Daimyos as Generals to fight better. Each Daimyo can starts with Ability 1. Ability can greatly affect a battle, but if your Daimyo dies, you will lose 5 stability and will most likely have to face a Civil War. So, use your Daimyo in certain situations.
Every time you win a battle you gain 10 XP. Each Ability needs a certain amount of XP to be unlocked.
Ability 1: All Daimyos have it from start. It gives + 5 attack and defense to all Units under the Command of the Daimyo.
Ability 2: It needs 20 XP. It gives + 10 attack and defense to all Units under the Command of the Daimyo.
Ability 3: It needs 40 XP. It gives + 15 attack and defense to all Units under the Command of the Daimyo.
Ability 4: It needs 80 XP. It gives + 20 attack and defense to all Units under the Command of the Daimyo.
Ability 5: It needs 120 XP. It gives + 25 attack and defense to all Units under the Command of the Daimyo.
Ability 6: It needs 160 XP. It gives + 30 attack and defense to all Units under the Command of the Daimyo.
Note: Each time you update an Ability, you have again 0 XP. For example: If you manage to gain 80 XP and gain Ability 4, then you have again 0 XP and you will have to gather 120 XP to go to Ability 5.
Death of Daimyo:
Pray this does not happen. It will lead to civil war. When a Daimyo leads an army to battle, he has some chances to be killed. 10% for a victorious battle and 30% for a defeat in a battle.
Claiming:
Each netrual province has 5 Peasants armies. Defeat them and you gain the province.
Turns:
Each Turn is 1 Week.
Clan Dvelopment:
Once you build an Academy, you can start developing your clan. Imperial Factions start with Tech 2 while Shogun Factions start with Tech 1.
To increase you Techs, you have to research a Tech. Imperial and Shogun nations need different time to develop a Tech.
Techs:
Military:
Trading:
Stability:
Stability is how stable you are. Bad stability, will mean revolts. Imperials start with 6 Stability while the Shogun Factions with 9 Stability.
Ways to increase Stability:
Spend half of your Gold and Products and you have 60% chance (RNG) of increasing stability.
Win battles. For each battle you win, you will have 50% of increasing your stability.
Losing stability:
Going Bankraupted (that means not having enough Gold to pay Units and this makes your people angry).
Losing battles.
Daimyo killed means - 5 stability and most likely, civil war.
Stability:
1 - 4 (50% chance of revolt)
5 (20% chance of Revolt)
6 - 10 (No revolt)
Revolts:
When you have bad stability (and bad luck) a Peasant army half the size of your current army rises up to revolt.
Victory:
Make sure that all of Japan is controlled by your Faction.
Map:
Japan, 1865
War is raging between the Emperor of Japan and the Shogun. Both fight to unite Japan and expel the Barbarians. Thousands have already died. Now, it is time for a Daimyo to rise and end this war. Maybe, it is the time that you, all powerful Daimyo, should try to end the war, unite Japan and gain eternal glory!
Spoiler :





Rules:
Joining:
Choose one province. Your nation is ruled by a Daimyo, and I will forbid any Communist, Republican or whatever other government. Also chose a team: Pro-Shogun or Pro-Imperial. Also, you will have to chose a Daimyo. That is important
Factions:
Shogun: A bit cheaper, but more weak units. Low tech, but good stability.
Imperial: Better Units, but more expensive. High tech, but bad stabilty.
Imperials and Shogunate Factions start at war with each other and cannot make peace. If you want to win, you will have to co-operate with other Daimyos of the same faction.
Population:
One of the most importand factors of the game. Each province has 10 Population. You can assign population to do work. For example, they can build houses. Once they finish their work, you are free to use them for other works. Population converted to Units cannot be re-used.
Economy:
Each provinces gives 5 Products and 1 Gold.
Buildings:
Spoiler :
Houses:
In order to increase your population, you have to build houses. Each one costs 2 Gold and needs 1 Pop. to build it. It needs 2 turns to be created and gives 5 Population.
Farms:
Farms increase your Products. Each one costs 3 Gold and needs 3 Pop. to build it. It needs 2 turns to be created and gives 5 Products.
Mines:
Mines give you Gold. Each mine costs 4 Products and 4 Pop. to build it. It needs 1 turn to be created and gives you 4 Gold.
Academy:
Allows you to develop tech. You can build only 1. It costs 15 Products and 4 pop. It needs 3 turn to be build. Once you create it, you can develop your Clan level.
Port:
Can only be build if you have coastal province. You can create only 1 in your Capital province. It costs 7 Products and 3 Pop. It allows you to build Ships. Also, each turn, you have 20% chance (RNG) of getting 6 Products. The chances can be increased by tech.
In order to increase your population, you have to build houses. Each one costs 2 Gold and needs 1 Pop. to build it. It needs 2 turns to be created and gives 5 Population.
Farms:
Farms increase your Products. Each one costs 3 Gold and needs 3 Pop. to build it. It needs 2 turns to be created and gives 5 Products.
Mines:
Mines give you Gold. Each mine costs 4 Products and 4 Pop. to build it. It needs 1 turn to be created and gives you 4 Gold.
Academy:
Allows you to develop tech. You can build only 1. It costs 15 Products and 4 pop. It needs 3 turn to be build. Once you create it, you can develop your Clan level.
Port:
Can only be build if you have coastal province. You can create only 1 in your Capital province. It costs 7 Products and 3 Pop. It allows you to build Ships. Also, each turn, you have 20% chance (RNG) of getting 6 Products. The chances can be increased by tech.
Note: Once a building is finished, you can assign the population to an other work. For example, if you have 1 Population to build a house, after 2 turns, when the house is build, you can re-use them for an other work. This can only happen with buildings, not Units.
Units:
Units have attack and defense. Each Faction has it's own Units. You also need to have a certain tech for some Units. There is also upkeep. If you do not pay the Upkeep, your army is disbanded. So, watch your economy. You can also disband an army by yourself and the Pop. will return. For example: If you disband a Samurai, 1 pop. returns to your control.
Shogun Units:
Spoiler :
Peasants:
Needs 2 Pop. for one Unit.
Needs 2 Products for one Unit.
Attack: 2
Defense: 1
Military Tech: 1
Upkeep: 1 Gold
Archers:
Needs 1 Pop. for one Unit.
Needs 4 Products for one Unit.
Attack: 2
Defense: 4
Military Tech: 1
Upkeep: 2 Gold
Cavalry:
Needs 1 Pop. for one Unit.
Needs 4 Products for one Unit.
Attack: 4
Defense: 2
Military Tech: 2
Upkeep: 2 Gold
Katana Warriors:
Needs 1 Pop. for one Unit.
Needs 6 Products for one Unit.
Attack: 5
Defense: 4
Military Tech: 2
Upkeep: 3 Gold
Samurai:
Needs 1 Pop. for one Unit.
Needs 10 Products for one Unit.
Attack: 6
Defense: 6
Military Tech: 3
Upkeep: 4 Gold
Needs 2 Pop. for one Unit.
Needs 2 Products for one Unit.
Attack: 2
Defense: 1
Military Tech: 1
Upkeep: 1 Gold
Archers:
Needs 1 Pop. for one Unit.
Needs 4 Products for one Unit.
Attack: 2
Defense: 4
Military Tech: 1
Upkeep: 2 Gold
Cavalry:
Needs 1 Pop. for one Unit.
Needs 4 Products for one Unit.
Attack: 4
Defense: 2
Military Tech: 2
Upkeep: 2 Gold
Katana Warriors:
Needs 1 Pop. for one Unit.
Needs 6 Products for one Unit.
Attack: 5
Defense: 4
Military Tech: 2
Upkeep: 3 Gold
Samurai:
Needs 1 Pop. for one Unit.
Needs 10 Products for one Unit.
Attack: 6
Defense: 6
Military Tech: 3
Upkeep: 4 Gold
Imperial Units:
Spoiler :
Peasants:
Needs 2 Pop. for one Unit.
Needs 2 Products for one Unit.
Attack: 2
Defense: 1
Military Tech: 1
Upkeep: 1 Gold
Artillery:
Needs 1 Pop. for one Unit.
Needs 4 Products for one Unit.
Attack: 5
Defense: 3
Military Tech: 3
Upkeep: 3 Gold
Cavalry:
Needs 1 Pop. for one Unit.
Needs 4 Products for one Unit.
Attack: 4
Defense: 2
Military Tech: 2
Upkeep: 2 Gold
Imperial Guards:
Needs 1 Pop. for one Unit.
Needs 6 Products for one Unit.
Attack: 6
Defense: 5
Military Tech: 3
Upkeep: 3 Gold
European trained Infantry:
Needs 1 Pop. for one Unit.
Needs 10 Products for one Unit.
Attack: 9
Defense: 7
Military Tech: 5
Upkeep: 5 Gold
Needs 2 Pop. for one Unit.
Needs 2 Products for one Unit.
Attack: 2
Defense: 1
Military Tech: 1
Upkeep: 1 Gold
Artillery:
Needs 1 Pop. for one Unit.
Needs 4 Products for one Unit.
Attack: 5
Defense: 3
Military Tech: 3
Upkeep: 3 Gold
Cavalry:
Needs 1 Pop. for one Unit.
Needs 4 Products for one Unit.
Attack: 4
Defense: 2
Military Tech: 2
Upkeep: 2 Gold
Imperial Guards:
Needs 1 Pop. for one Unit.
Needs 6 Products for one Unit.
Attack: 6
Defense: 5
Military Tech: 3
Upkeep: 3 Gold
European trained Infantry:
Needs 1 Pop. for one Unit.
Needs 10 Products for one Unit.
Attack: 9
Defense: 7
Military Tech: 5
Upkeep: 5 Gold
Navies:
Both the Shogunate and the Imperials have the same ships.
Steam Ships:
Needs Port and coastal province.
Needs 4 Pop. and 6 Products for one Unit.
It can bombard enemy Units when a battle happens in a coastal area.
Attack: 5
Defense: 5
Bombarment: 6 (adds 6 to Attack or Defense of a Coastal Army. Depends on whether you are the attacker or the defender.)
Military Tech: 3
Carriage: 4 Units
Upkeep: 4 Gold
Battles:
Will be decided by three factors: Attack, Defense, Ability and Luck.
When you attack a province, your Units over all attack must be higher than the over all defense of the Units in the province. Luck is RNG. It is from 1 to 5. Ability is only when your Daimyo leads your army.
Daimyo and Ability:
You can use Daimyos as Generals to fight better. Each Daimyo can starts with Ability 1. Ability can greatly affect a battle, but if your Daimyo dies, you will lose 5 stability and will most likely have to face a Civil War. So, use your Daimyo in certain situations.
Every time you win a battle you gain 10 XP. Each Ability needs a certain amount of XP to be unlocked.
Ability 1: All Daimyos have it from start. It gives + 5 attack and defense to all Units under the Command of the Daimyo.
Ability 2: It needs 20 XP. It gives + 10 attack and defense to all Units under the Command of the Daimyo.
Ability 3: It needs 40 XP. It gives + 15 attack and defense to all Units under the Command of the Daimyo.
Ability 4: It needs 80 XP. It gives + 20 attack and defense to all Units under the Command of the Daimyo.
Ability 5: It needs 120 XP. It gives + 25 attack and defense to all Units under the Command of the Daimyo.
Ability 6: It needs 160 XP. It gives + 30 attack and defense to all Units under the Command of the Daimyo.
Note: Each time you update an Ability, you have again 0 XP. For example: If you manage to gain 80 XP and gain Ability 4, then you have again 0 XP and you will have to gather 120 XP to go to Ability 5.
Death of Daimyo:
Pray this does not happen. It will lead to civil war. When a Daimyo leads an army to battle, he has some chances to be killed. 10% for a victorious battle and 30% for a defeat in a battle.
Claiming:
Each netrual province has 5 Peasants armies. Defeat them and you gain the province.
Turns:
Each Turn is 1 Week.
Clan Dvelopment:
Once you build an Academy, you can start developing your clan. Imperial Factions start with Tech 2 while Shogun Factions start with Tech 1.
To increase you Techs, you have to research a Tech. Imperial and Shogun nations need different time to develop a Tech.
Techs:
Military:
Spoiler :
Tech 1 (Both Shogun and Imperials have it)
Tech 2 (Imperials have it. Shogun Factions need 4 Turns)
Tech 3 (Imperials need 2 Turns, Shogun 10 Turns)
Tech 4 (Only Imperials, needs 4 Turns)
Tech 5 (Only Imperials, needs 5 Turns)
Tech 2 (Imperials have it. Shogun Factions need 4 Turns)
Tech 3 (Imperials need 2 Turns, Shogun 10 Turns)
Tech 4 (Only Imperials, needs 4 Turns)
Tech 5 (Only Imperials, needs 5 Turns)
Trading:
Spoiler :
Tech 1 (Needs Port. All factions need 2 Turns - increases chances of Ports to 30%)
Tech 2 (All factions need 4 Turns - increases chances of Ports to 40%)
Tech 3 (Imperials need 5 Turns, Shogun needs 6 Turns - increases chances of Ports to 40%)
Tech 2 (All factions need 4 Turns - increases chances of Ports to 40%)
Tech 3 (Imperials need 5 Turns, Shogun needs 6 Turns - increases chances of Ports to 40%)
Stability:
Stability is how stable you are. Bad stability, will mean revolts. Imperials start with 6 Stability while the Shogun Factions with 9 Stability.
Ways to increase Stability:
Spend half of your Gold and Products and you have 60% chance (RNG) of increasing stability.
Win battles. For each battle you win, you will have 50% of increasing your stability.
Losing stability:
Going Bankraupted (that means not having enough Gold to pay Units and this makes your people angry).
Losing battles.
Daimyo killed means - 5 stability and most likely, civil war.
Stability:
1 - 4 (50% chance of revolt)
5 (20% chance of Revolt)
6 - 10 (No revolt)
Revolts:
When you have bad stability (and bad luck) a Peasant army half the size of your current army rises up to revolt.
Victory:
Make sure that all of Japan is controlled by your Faction.
Map:
Spoiler :
