uknemesis
The Nemesis
- Joined
- Jan 16, 2002
- Messages
- 2,293
The last great Shogun of Japan died two weeks ago.
Within days, Clan Imagawa had occupied the Imperial City in Yamashiro, and installed their own Shogun.
The Emperor requested help from the other clans, describing Daimyo Imagawa as ronin, or a rebel.
If it hadnt been for the code of bushido, which demands utmost loyalty to the Emperor, the Daimyo would have had the Emperor executed.
As it is, seven clans now vie for supremacy in Japan, for their Daimyo to hold the real position of Shogun the ultimate military leader of feudal Japan.
If Imagawa can beat them all, their Daimyo can retain the title of Shogun. If they cannot, then the title of Shogun goes to the winner of the war for not even liberating Imperial City will end this war now.
You are the Daimyo of one of these clans: Hojo, Imagawa, Mori, Uesugi, Takeda, Shimazu and Oda.
Now you must lead your clan to victory, not to free the Emperor, but to be the Shogun to be the real ruler of Japan.
* * * * *
Welcome to UKNES9 The Might of the Shogun.
Seven Clans, seven Daimyos, one Shogun, one Emperor, thousands of Samurai.
One war. Total war.
Rules
Provinces
Each province gives an income of 3 gold, apart from Yamashiro(Imperial City), which gives an income of 5 gold. Each Clan except Takeda starts with 2 provinces Imagawa having the advantage of one of those being Yamashiro, to counter the fact that everyone will be after them for it and for their actions. Clan Takeda starts with three provinces, due to their split positions.
To claim a province, simply move a land unit into it, unless it is a rebel territory. A number of the empty provinces will be occupied by ronin, or rebels, who will fight you. Once you have defeated these, you claim the province as usual. Ronin provinces are shown as white provinces. A few ronin provinces may work together, and may even try to expand.
In all provinces you can build ashigaru peasants with basic weaponry and training. All provinces also have a militia of one ashigaru unit automatically.
Transports (sea units without combat values) need not be built see Units for the reason why.
There are only two types of buildings in this game ports and castles. Ports cost 5 gold and 1 upkeep per turn, and castles cost 7 gold and 2 upkeep per turn.
Ports can only be built in coastal provinces, and allow you to build warships, sea units with combat values. Castles allow you to build samurai, stronger units than ashigaru, and upgrades the militia in that province to samurai.
Ports are shown as small white squares with black borders in your provinces, while castles are shown as small black squares with white borders in your provinces.
When a province are captured, all buildings in that province are destroyed.
Units also see Upkeep for details of upkeep for units.
Newly built land units cannot move into enemy provinces, but claim empty provinces and attack ronin (rebel) territories. Newly built warships can move into seas that didnt contain warships when the warship was built (ie; if there wasnt a warship there last turn, your warship can move into that sea, even if a newly built warship is there. In that case, they may fight if you are at war).
Ashigaru cost 3 gold, and can be built in any province, and are shown by small circles in your provinces. Ashigaru can move one province a turn.
Samurai cost 5 gold, and can be built only in provinces with castles, and are shown as small squares in your provinces. Samurai can move one province a turn.
Armies are groups of five units, shown as either larger circles (for completely ashigaru armies) or larger squares (for completely samurai armies), or larger squares with up to four smaller squares of the opposite colour in them (for mixed armies). For example a mixed army of 2 samurai and 3 ashigaru, if on a Clan with a light colours province, would be a larger black square with 3 smaller white squares in it. Armies, just like other lands units, can move one province a turn.
Warships cost 5 gold, and can be built only in coastal provinces with ports. They are shown as small circles of your own colour in the sea. A fleet of five warships is shown by a larger circle of your own colour in the sea. Warships can move one sea a turn.
Transports are not actual units. Armies (groups of five units) carry their own rafts for transport, and therefore can take to sea by themselves. Each unit costs an extra 1 gold upkeep while at sea. It takes one turn to board the rafts, and one turn to disembark from them. The rafts movement is independent to that of the army, and therefore it can move the turn that the army boards, and move the turn that they disembark. Once the army has disembarked, the transport is dismantled and goes with them once more. A completely ashigaru army is shown as a small square of your Clans colour in the sea, while a completely samurai army is shown as a larger square of your Clans colour in the ea, and a mixed army is shown as a larger square of your Clans colour with either black or white smaller squares inside showing the amount of ashigaru units in the army. Transports move one sea a turn.
Upkeep
Each land unit costs 1 gold upkeep per turn while on land, and an extra 1 gold upkeep per turn that they are at sea. Each warship costs 1 gold upkeep per turn. Transports cost no upkeep, as they are considered to be part of the army.
As already mentioned, ports cost 1 gold upkeep per turn and castles cost 2 gold upkeep per turn.
Combat
Thanks to RoddyVR: *armies = combat points*
A armies attacking D armies.
X=bigger of A and D.
attacker rolls A*X sided die. defender rolls D*X sided die.
(so bigger side could roll a number that the smaller side's die dont even go up to)
Attecker rolls Ar, defender rolls Dr
Higher roll wins the fight.
Attacker Looses Dr/X Armies
Defender looses Ar/X Armies
Round down for winner of the fight.
Round up for looser of the figh.
If rolls were equal then round both UP (standoff, more deaths).
Invited List
Sorry, but to make sure the UKNES regulars get to play, I am imposing an invite list:
Jason the King
RoddyVR
AnarchyRulz
Dexter
Toasty
Kennelly
SKILORD
And if anyone turns down the invite, in this order:
Azale
Kamilian
Nivi
Clans
Clan Hojo (Red) = ()
Clan Imagawa (Pink) = ()
Clan Takeda (Dark Grey) = (RoddyVR)
Clan Uesugi (Green) = (SKILORD)
Clan Oda (Orange) = ()
Clan Shimazu (Yellow) = (Jason The King)
Clan Mori (Brown) = ()
Map
BITMAP IN ZIP: http://www.civfanatics.net/uploads4/uknesix0.zip
Good luck all!
Thanks
Nemesis
PS: http://www.civfanatics.net/uploads4/uknesix0.jpg
PPS: BITMAP VERSION IN ZIP: http://www.civfanatics.net/uploads4/uknesix0.zip
Within days, Clan Imagawa had occupied the Imperial City in Yamashiro, and installed their own Shogun.
The Emperor requested help from the other clans, describing Daimyo Imagawa as ronin, or a rebel.
If it hadnt been for the code of bushido, which demands utmost loyalty to the Emperor, the Daimyo would have had the Emperor executed.
As it is, seven clans now vie for supremacy in Japan, for their Daimyo to hold the real position of Shogun the ultimate military leader of feudal Japan.
If Imagawa can beat them all, their Daimyo can retain the title of Shogun. If they cannot, then the title of Shogun goes to the winner of the war for not even liberating Imperial City will end this war now.
You are the Daimyo of one of these clans: Hojo, Imagawa, Mori, Uesugi, Takeda, Shimazu and Oda.
Now you must lead your clan to victory, not to free the Emperor, but to be the Shogun to be the real ruler of Japan.
* * * * *
Welcome to UKNES9 The Might of the Shogun.
Seven Clans, seven Daimyos, one Shogun, one Emperor, thousands of Samurai.
One war. Total war.
Rules
Provinces
Each province gives an income of 3 gold, apart from Yamashiro(Imperial City), which gives an income of 5 gold. Each Clan except Takeda starts with 2 provinces Imagawa having the advantage of one of those being Yamashiro, to counter the fact that everyone will be after them for it and for their actions. Clan Takeda starts with three provinces, due to their split positions.
To claim a province, simply move a land unit into it, unless it is a rebel territory. A number of the empty provinces will be occupied by ronin, or rebels, who will fight you. Once you have defeated these, you claim the province as usual. Ronin provinces are shown as white provinces. A few ronin provinces may work together, and may even try to expand.
In all provinces you can build ashigaru peasants with basic weaponry and training. All provinces also have a militia of one ashigaru unit automatically.
Transports (sea units without combat values) need not be built see Units for the reason why.
There are only two types of buildings in this game ports and castles. Ports cost 5 gold and 1 upkeep per turn, and castles cost 7 gold and 2 upkeep per turn.
Ports can only be built in coastal provinces, and allow you to build warships, sea units with combat values. Castles allow you to build samurai, stronger units than ashigaru, and upgrades the militia in that province to samurai.
Ports are shown as small white squares with black borders in your provinces, while castles are shown as small black squares with white borders in your provinces.
When a province are captured, all buildings in that province are destroyed.
Units also see Upkeep for details of upkeep for units.
Newly built land units cannot move into enemy provinces, but claim empty provinces and attack ronin (rebel) territories. Newly built warships can move into seas that didnt contain warships when the warship was built (ie; if there wasnt a warship there last turn, your warship can move into that sea, even if a newly built warship is there. In that case, they may fight if you are at war).
Ashigaru cost 3 gold, and can be built in any province, and are shown by small circles in your provinces. Ashigaru can move one province a turn.
Samurai cost 5 gold, and can be built only in provinces with castles, and are shown as small squares in your provinces. Samurai can move one province a turn.
Armies are groups of five units, shown as either larger circles (for completely ashigaru armies) or larger squares (for completely samurai armies), or larger squares with up to four smaller squares of the opposite colour in them (for mixed armies). For example a mixed army of 2 samurai and 3 ashigaru, if on a Clan with a light colours province, would be a larger black square with 3 smaller white squares in it. Armies, just like other lands units, can move one province a turn.
Warships cost 5 gold, and can be built only in coastal provinces with ports. They are shown as small circles of your own colour in the sea. A fleet of five warships is shown by a larger circle of your own colour in the sea. Warships can move one sea a turn.
Transports are not actual units. Armies (groups of five units) carry their own rafts for transport, and therefore can take to sea by themselves. Each unit costs an extra 1 gold upkeep while at sea. It takes one turn to board the rafts, and one turn to disembark from them. The rafts movement is independent to that of the army, and therefore it can move the turn that the army boards, and move the turn that they disembark. Once the army has disembarked, the transport is dismantled and goes with them once more. A completely ashigaru army is shown as a small square of your Clans colour in the sea, while a completely samurai army is shown as a larger square of your Clans colour in the ea, and a mixed army is shown as a larger square of your Clans colour with either black or white smaller squares inside showing the amount of ashigaru units in the army. Transports move one sea a turn.
Upkeep
Each land unit costs 1 gold upkeep per turn while on land, and an extra 1 gold upkeep per turn that they are at sea. Each warship costs 1 gold upkeep per turn. Transports cost no upkeep, as they are considered to be part of the army.
As already mentioned, ports cost 1 gold upkeep per turn and castles cost 2 gold upkeep per turn.
Combat
Thanks to RoddyVR: *armies = combat points*
A armies attacking D armies.
X=bigger of A and D.
attacker rolls A*X sided die. defender rolls D*X sided die.
(so bigger side could roll a number that the smaller side's die dont even go up to)
Attecker rolls Ar, defender rolls Dr
Higher roll wins the fight.
Attacker Looses Dr/X Armies
Defender looses Ar/X Armies
Round down for winner of the fight.
Round up for looser of the figh.
If rolls were equal then round both UP (standoff, more deaths).
Invited List
Sorry, but to make sure the UKNES regulars get to play, I am imposing an invite list:
Jason the King
RoddyVR
AnarchyRulz
Dexter
Toasty
Kennelly
SKILORD
And if anyone turns down the invite, in this order:
Azale
Kamilian
Nivi
Clans
Clan Hojo (Red) = ()
Clan Imagawa (Pink) = ()
Clan Takeda (Dark Grey) = (RoddyVR)
Clan Uesugi (Green) = (SKILORD)
Clan Oda (Orange) = ()
Clan Shimazu (Yellow) = (Jason The King)
Clan Mori (Brown) = ()
Map
BITMAP IN ZIP: http://www.civfanatics.net/uploads4/uknesix0.zip
Good luck all!
Thanks
Nemesis
PS: http://www.civfanatics.net/uploads4/uknesix0.jpg
PPS: BITMAP VERSION IN ZIP: http://www.civfanatics.net/uploads4/uknesix0.zip