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Just don't rely on vassals, as most of the time they cause more pain than you would suffer without them.
Only mistake I will admit to is moving across that damn bridge in suruga. I could have stopped them all there then🙂
Then, if I get through that, then I have to defend Mino from the Ikko Ikki myself. Probably really soon!
But I lost my other save so I will have to make it work!
What difficulty are you playing by the way?
One more thing. I will usually recruit maximum number of Yari Ashigaru that can be available next turn (I think it would be 2 units), then after pulling main army towards main town, recruited YA would be moved to Saito to maintain order and eventually defend it, as 2 YA and Katana Retainers will do the job. I tend to somewhat spam YA recruitment early on. At Mino I would tehnically start building 2nd army, but half stack or bit less would be enough.
That's not what's happened I'm afraid. I'm playing on legendary.
So, I fired up a game and played through 8 Turns.
I have the setting on Legendary, though I play with a lot of mods (mostly bug fixes) and nothing that makes the game easier for me.
Two things I will not do. I will not min/max the tax rate, it makes the game too easy and, for the same reason I will not sell military access.
So . . .
Turn 1: Make peace with the Saito, get a trade agreement. Do not make them a vassal. The Takeda are coming through there eventually and you don't need to get involved with them yet (for reasons that will become clear). Defeat rebels. Demolish yari dojo
Turn 2: Take Tokugawa province, without damaging it (use archer) so unit can be recruited same turn. Recruit metsuke and units. Build market in home province. Public order in Mikawa will take a while to settle and units from home province will need to feed it so build road when you can. Trade with anyone that you can.
Turns 3 to 6 or 7: (can't recall exactly how it played out each turn): First metsuke into Mikawa to boost tax and help with public order. Defeat Imagawa army and take Totomi province. I built a sake den there for happiness and ninja. At some point I recruited a second metsuke and put in Omi for tax boost.
Turn 7 or 8: Takeda encountered when they captured south Shinano. Imagawa only has a small force left defending its final province (Suruga), that I can defeat and eliminate them. Now comes the Diplomacy.
Step 1: Offer Takeda a trade agreement if they break their alliance with Imagawa.
https://steamcommunity.com/sharedfiles/filedetails/?id=2883865775
Step 2: Eliminate Imagawa and capture Suruga.
Step 3: Because there is now a border with Kai I can offer military access as part of a diplomatic deal that sees the Takeda break their alliance with the Hojo.
https://steamcommunity.com/sharedfiles/filedetails/?id=2883865818
Step 4: Declare war on the Hojo - so that they cannot renew their alliance with the Takeda.
https://steamcommunity.com/sharedfiles/filedetails/?id=2883865882
Going forward, the game should play out ok from here. The Takeda are generally good allies, as long as you don't hold a province they need for victory (Echigo, Hida, Kai, North Shinano, South Shinano) and as long as you leave them a path to expand towards Kyoto. Also, if they have a choice of two provinces to expand into, and one of them is yours, make sure that their opinion of you is higher than their opinion of the other option.
A good way to keep on terms with them is to watch for other wars they are in, especially if they are near victory, and offer to join the war (ask for nothing in return). It will boost their opinion of you and you don't need to get involved in the war. Just make sure it won't upset other clans by doing so.
Turn 9.
https://steamcommunity.com/sharedfiles/filedetails/?id=2883873831
Hojo is in all sorts of trouble, with no friends or allies. I will take Izu province next turn and probably pause for breath while they struggle against all those enemies.
Trade with horses is a trump card.
Also, using hostage with them is fine - as long as you leave them a route to expand; or forget the hostage and declare war on them.
I just had the Kitabatake and Saito declare war on me. But, knowing the Kitabatake can't reach me in one turn, I defended the bridge which makes the Saito go round the other way - so they can't reach me and leave their province undefended.
https://steamcommunity.com/sharedfiles/filedetails/?id=2883914204
I take their province and torch everything - I want it to rebel, I don't want to own it as the Takeda will want it from me now that I (temporarily) own it.
Then turn my army on the Kitabatake for a straightforward field battle rather than getting pinned down in the fort (they have a lot of archers in their stack).
https://steamcommunity.com/sharedfiles/filedetails/?id=2883914308
Eventually I start hiring long ashigaru with an armory there to make my army way stronger. Hattori and Ikko Ikki are pretty much guaranteed to come calling, trying to take Owari and/or Mino, but at this point early in the game they are easy pickings especially if I bait them into attacking my castle. It's best to weaken or destroy Hattori and Ikko Ikki as early as you can because they are really the only threats to your west, every other clan in the area are more passive NPC clans.
Hojo, Takeda and possibly Uesugi are your main threats and they will all come to Suruga, and Takeda through Mino. If they declare war just keep destroying their armies one by one so they don't turtle and come back at you with 2 or 3 armies at a time.
Get the blacksmith and gold mine from Hojo, put a third army in Kai or North Shinano as a roadblock, take Musashi, put metsukes in your richest provinces, and you'll be super rich and have great armies and you'll be able to do whatever you want.
But it means a lot of defensive battles for a while and that gets tedious.
I'm not sure I could have stopped expanding earlier to avoid this, without running into the same problem, just with fewer provinces to support me.
As for my ally, the Takeda are getting whooped by the bloody Anegakoji :(
I waltzed through the Hojo as they weren't interested in peace and I planned to stop expanding for a while to improve global relations.
The neighbours were having none of that as first the Satomi, then the Uesugi, then the Satake launching uncoordinated attacks on one front, and minnow clans (Saito, Sakai, Kitabatake) with equally ineffectual attacks on the other front.
All except the Saito were repelled with easy river crossing defences, although one somehow positioned my army almost a full map from the crossing, even though I was stood on the bridge !! The Saito just keep taking the long route and leaving their province wide open. As I look at the map, they are doing it again for the third or fourth time, and they will get the same treatment. (To my shame, one occasion after this happened, I had to jack my tax rate up to get the province to rebel, I still don't want to take it as I am not ready to turn on the Takeda yet).
I don't know who took down the Hattori or the Ikko Ikki, I guess a consortium of minnows. But they gave me no trouble.
Eventually I got fed up with the constant defensive battles and took the war to the Satomi, Satake and Uesugi, only to discover that Hitachi, Shimotsuke, Echigo and points north were held by the Honma. It's not often I see them with that much land before. A rapid war with them has me not many provinces from RD, but I have the capacity to take Sado and probably a couple of others (likely Ise and Omi, though it will depend on ownership).
Now I am starting to figure who should be my ally going into RD when I betray the Takeda. as I don't have good relations with any other clan yet.
I am starting to get the ambitious invasion fleets, the latest being the Ouchi who, in spite of being at war with the chosokabe, have seen fit to send a full stack to my end of the map, even though we are at peace. It will shortly join the Matsuda stack at the bottom of the sea, who recently tried a similar manoeuvre.
BastardSword mentioned the long yari unit. I don't think I have ever recruited this unit. It seems to be a higher price for a unit that doesn't do much more than the base model, perhaps I'm missing a trick here.
On unit pricing, one of the only traits for the Oda, they are supposed to be able to recruit cheaper ashigaru units. Well, by my reckoning, of the 4 ashigaru units that spring to mind, they cannot recruit one (loan-sword), one is their unique unit so there is nothing to compare price to (long yari), basic yari ashigaru is absurdly cheap, and bow ashigaru is the same price as for any other clan. So the bonus is not for ashigaru, but for yari ashigaru alone. [I'm actually playing with a mod that increases the cost of the yari ashigaru a bit (still lower than for other clans) and slightly reduces the cost of the bow ashigaru]. In spite of which, for a Legendary campaign, it is still rather too easy].
I have 5 armies, yari ash, katana samurai and bow ashigaru (in the process of being upgraded to bow samurai), and separate light cavalry units for scouting, triggering ambushes and wrecking province buildings outside the fort. I will probably add a couple of bow monks later, the extra range is always good to have.
Throughout the day I have been regretting not having selected the short campaign option. I may just take this to the Shogunate and park it there.
Either that or they are just yari samurai that are cheaper and quicker to recruit.