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sengoku:playing

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sengoku:playing [2026-11-06 13:14] – external edit 127.0.0.1sengoku:playing [2026-11-07 01:13] (current) – external edit 127.0.0.1
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   * **Develop** (and the gold spent): **cultivate land** raises the land under the plough, up to what the province can cultivate, and with it the rice harvest and support, but it weakens the flood banks; **flood control** strengthens them, by an amount the river decides; **develop town** raises trade and gold; **reinforce castle** helps in battle. A handful of gold does nothing, and the advisor says so. For example, 40 gold of cultivation by an officer with politics 75 gives land +22 and support +2. The result rises on the screen (Other > Animation turns this off).   * **Develop** (and the gold spent): **cultivate land** raises the land under the plough, up to what the province can cultivate, and with it the rice harvest and support, but it weakens the flood banks; **flood control** strengthens them, by an amount the river decides; **develop town** raises trade and gold; **reinforce castle** helps in battle. A handful of gold does nothing, and the advisor says so. For example, 40 gold of cultivation by an officer with politics 75 gives land +22 and support +2. The result rises on the screen (Other > Animation turns this off).
   * **Trade**: rice and arms are bought and sold at the **market price**, which changes every month (rice is cheap after the autumn harvest); a trader with good politics gets a better price. The price and the total are shown before you agree: 100 rice sold at 1.3 brings 130 gold; 10 arms at 5.5 cost 55 gold. Arms go to every officer's men. **Borrow gold**: the moneylenders lend up to 300 gold for each province you hold, and add a tenth when they lend (borrow 62, owe 68); there is no interest after that. **Settle debts** pays back all the province can, with no officer needed. A clan that owes more than it may (because it has lost land) is pressed each month, and support falls in every province.   * **Trade**: rice and arms are bought and sold at the **market price**, which changes every month (rice is cheap after the autumn harvest); a trader with good politics gets a better price. The price and the total are shown before you agree: 100 rice sold at 1.3 brings 130 gold; 10 arms at 5.5 cost 55 gold. Arms go to every officer's men. **Borrow gold**: the moneylenders lend up to 300 gold for each province you hold, and add a tenth when they lend (borrow 62, owe 68); there is no interest after that. **Settle debts** pays back all the province can, with no officer needed. A clan that owes more than it may (because it has lost land) is pressed each month, and support falls in every province.
-  * **Personnel**: **search for ronin**: if one is found you see him, and take him into service (with his men) or let him go; **recruit officers**, the samurai of a bordering rival province (not its governor), with gold that is spent either way: he brings his men; **dismiss officers** (he answers first; he and his men leave); **give rewards** (10 gold is 5 loyalty); **train officers** in politics, war or charisma (2 points); **appoint governor** in any of your provinces, and then rule it yourself or **delegate** it; **Delegate or rule** changes that later. A delegated governor gives the province's orders each month as he sees fit, well if he is loyal; an ambitious, disloyal one may keep some gold. The territory list shows which provinces are delegated. +  * **Personnel**: **search for ronin**: if one is found you see him, and take him into service (with his men) or let him go; **recruit officers**, the samurai of a bordering rival province (not its governor), with gold that is spent either way: he brings his men; **dismiss officers** (he answers first; he and his men leave); **give rewards** (10 gold is 5 loyalty); **train officers** in politics, war or charisma (2 points); **appoint governor** in any of your provinces, and then rule it yourself or **delegate** it; **Delegate or rule** changes that later. A delegated governor gives the province's orders each month as he sees fit, well if he is loyal; an ambitious, disloyal one may keep some gold. Each of his orders goes into the chronicle. Power wears down an ambitious governor's loyalty, and a disloyal, ambitious one may **rebel** and take the province over to a neighbouring clan, so look at the advisor's word (or the officer's page) on how reliable he would be before you delegate. The territory list shows how each province is ruled and warns of unrest or hunger. 
-  * **Diplomacy**, from your lord's seat, by an envoy you choose there. The list of clans shows each one's head, provinces, men, your **relations** with them (0 hatred, 50 indifference, 100 friendship; they drift back towards 50) and any alliance. **Arrange a marriage** (100 gold, given back if refused; 24 months); **propose an alliance** (12 months); **threaten** (a weaker clan may pay, and a small one may submit; a refusal sours relations); **send tribute** (relations improve, and an alliance may follow; a small gift hardly impresses); **break an alliance** (they are angered, and your other allies trust you less); **answer offers**: envoys of other clans bring tribute or offer alliances, and you accept, refuse, or imprison the envoy, in the month they come. Allies do not attack each other.+  * **Diplomacy**, from your lord's seat, by an envoy you choose there. The list of clans shows each one's head, provinces, men, your **relations** with them (0 hatred, 50 indifference, 100 friendship; they drift back towards 50) and any alliance. **Arrange a marriage** (100 gold, given back if refused; 24 months); **propose an alliance** (12 months); **threaten** (a weaker clan may pay, and a small one may submit; a refusal sours relations); **send tribute** (relations improve, and an alliance may follow; a small gift hardly impresses); **break an alliance** (they are angered, and your other allies trust you less); **answer offers**: envoys of other clans bring tribute or offer alliances, and you accept, refuse, or imprison the envoy, in the month they come. Each offer is put to you when the month begins (**Decide later** leaves it under Diplomacy), and a tribute may ask for six months of peace. A marriage weds the officer you choose to the daughter of the other clan's ruler: the tie lasts, keeps relations warm, and shows on the officer's page and in the list of clans, which also gives the last events between you. You are told a month before an alliance ends and when it ends, and a friendly ally may offer to renew it. Allies do not attack each other.
   * **Spy**: **spread war rumours** in a bordering rival province that a third clan prepares to attack it: their alliance breaks and their relations fall; **incite uprising** lowers its support, and may set the peasants on its stores; an **assassin** may kill its governor. A failed agent may be discovered: the clan is angered, and the agent may be put to death. Spies are not sent against allies. If a player's lord is killed, the clan has a new head: one more succession.   * **Spy**: **spread war rumours** in a bordering rival province that a third clan prepares to attack it: their alliance breaks and their relations fall; **incite uprising** lowers its support, and may set the peasants on its stores; an **assassin** may kill its governor. A failed agent may be discovered: the clan is angered, and the agent may be put to death. Spies are not sent against allies. If a player's lord is killed, the clan has a new head: one more succession.
   * **Military**: **hire soldiers** (1 gold and 10 people each, and support falls; you give the new men to officers, untrained and unarmed); **reassign men** (pick an officer and his men go back to the pool, then set how many he leads, until the pool is empty); **train men** (each officer marked: skill rises by 2, and a point for every 25 of his war); **War** (below).   * **Military**: **hire soldiers** (1 gold and 10 people each, and support falls; you give the new men to officers, untrained and unarmed); **reassign men** (pick an officer and his men go back to the pool, then set how many he leads, until the pool is empty); **train men** (each officer marked: skill rises by 2, and a point for every 25 of his war); **War** (below).
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 ===== Your lord ===== ===== Your lord =====
  
-Your lord governs from his seat. If the seat falls, he escapes to another of the clan's provinces. If he dies, the next officer of his province succeeds him; a third succession breaks the clan. At the end of a campaign a summary shows how long it lasted, what you held, and the battles won and lost.+Your lord governs from his seat. If the seat falls, he escapes to another of the clan's provinces. If he dies, the next officer of his province succeeds him, and the clan's officers lose some loyalty; a third succession breaks the clan. Officers whose loyalty falls low are reported. At the end of a campaign a summary shows how long it lasted, what you held, the battles won and lost, your rulers and your major battles, and then the map as the campaign left it. 
 + 
 +**View > Chronicle** keeps the campaign's news, orders, battles and decisions, and goes with the campaign into its saves.
  
 ===== War and battles ===== ===== War and battles =====
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   * **Moving**: click one of your units, then a lit hex. Cavalry have 6 movement points, infantry and rifles 4: a road costs 1, plain or castle 2, forest or hill 3 (cavalry 4 in a forest); mountains and the river cannot be crossed. A unit may stop early and still attack; with no points left and nobody to attack, its action is over.   * **Moving**: click one of your units, then a lit hex. Cavalry have 6 movement points, infantry and rifles 4: a road costs 1, plain or castle 2, forest or hill 3 (cavalry 4 in a forest); mountains and the river cannot be crossed. A unit may stop early and still attack; with no points left and nobody to attack, its action is over.
   * **Attacking**: choose the method, then click the enemy: **1** ordinary (an enemy next to the unit); **2** rifle fire (rifles, one or two hexes away, not after moving, no reply); **3** charge (cavalry, not from a forest or hill nor into the castle: twice as hard both ways); **4** ambush (infantry who halted in a forest: twice as hard, no reply). Forests, hills and the castle protect those in them.   * **Attacking**: choose the method, then click the enemy: **1** ordinary (an enemy next to the unit); **2** rifle fire (rifles, one or two hexes away, not after moving, no reply); **3** charge (cavalry, not from a forest or hill nor into the castle: twice as hard both ways); **4** ambush (infantry who halted in a forest: twice as hard, no reply). Forests, hills and the castle protect those in them.
-  * **H** halts (in a forest the unit lies hidden). **F** flees to a province you choose; your commander fleeing withdraws the whole army, as **X** does. **V** shows a unit in full. **S** Spy: **bribe** an enemy unit (not their commander) with the gold the army carries, and it may change sides; or **call in a reserve**, a samurai with men from a province of yours bordering the battle. **Tab** picks your next unit; the arrows move the cursor and Enter acts.+  * **H** halts (in a forest the unit lies hidden). **F** flees to a province you choose; your commander fleeing withdraws the whole army, as **X** does. **V** shows a unit in full. **S** Spy: **bribe** an enemy unit (not their commander) with the gold the army carries, and it may change sides; or **call in a reserve**, a samurai with men from a province of yours bordering the battle. **Tab** picks your next unit; the arrows move the cursor (passing over a unit does not choose it), and Enter or a click on one of your units chooses it, or acts with the chosen one.
   * Both armies eat rice every day; when yours runs out the attack fails, and you are warned before. Destroy the enemy commander to win; lose yours and the battle is lost. The defender holds after 30 days.   * Both armies eat rice every day; when yours runs out the attack fails, and you are warned before. Destroy the enemy commander to win; lose yours and the battle is lost. The defender holds after 30 days.
  
-Afterwards a page tells **every officer's fate**: the victors hold the province (the commander governs it, with the rice and gold left); after a defeat the army falls back where the commander chose, and some may be killed, captured or desert, the disloyal first.+Afterwards a page tells **every officer's fate**: the victors hold the province (the commander governs it, with the rice and gold left); after a defeat the army falls back where the commander chose, and some may be killed, captured or desert, the disloyal first. A summary heads the page: the men on both sides, the rice and gold carried, eaten, spent and returned, and the province. After a conquest you choose who governs it; if your lord led the army, he governs it himself and nothing is asked. 
 + 
 +==== Defending your provinces ==== 
 +When a computer clan marches on one of your provinces, you are asked after the month's wars: **lead the defence yourself**, or **leave it to your generals**. Leading it, you fight on the same field from the castle: the enemy deploys and moves first in each phase, then you move your units (M, A, H, V and T as above). **S** calls in a reserve from a bordering province of yours; defenders do not bribe. **F** (or **X**, or Esc) gives up the castle: your army leaves with its men, and your lord goes to another of your provinces. The result goes into the month's news, and every officer's fate is shown. In the desktop edition, closing the window during a defence leaves it to your generals. In online games the server still fights invasions of your provinces.
  
 With **Other > Hex battles** off, the computer fights your wars for you and you see the result. The computer clans fight their own wars on the same field; with **Watch other fiefs' wars** on (Other > Settings) you see each one at the end of the month: Enter skips a battle, Esc skips the rest. With **Other > Hex battles** off, the computer fights your wars for you and you see the result. The computer clans fight their own wars on the same field; with **Watch other fiefs' wars** on (Other > Settings) you see each one at the end of the month: Enter skips a battle, Esc skips the rest.
sengoku/playing.1793970847.txt.gz · Last modified: by 127.0.0.1