PDA

View Full Version : S2R+ | Historical Backgrounds



DaVinci
04-26-2011, 20:15
... related to the mod, but also all around the Sengoku period is interesting.

Feel free to add Sengoku researchment and discuss it, independent from the mod development or concrete related.

DaVinci
04-29-2011, 16:43
Quoting myself as for a question about unit cap numbers ... fits to the thread.

There is a reason behind that design (i wrote somewhere a slight hint already).

So here we go with a "short" description:

Samurai-only units were seldom if not even complete unrealistic for some factions. Samurai normally led Ashigaru and/or were mixed into the "units" ("regiments" or "division", if you want so).
The given limit in this mod is a slight reflection of those historical backgrounds, also ie. the Yari and Bow equipped Samurai were the rule, therfore the higher numbers compared to the other.
And the other types are real special Samurai, so the cap is more restricted for them.
Besides this, the more your empire grows, the more you have to "replace" Samurai positions with Ashigaru, this intentional in this mod and reflects history to some degree.

When i have time and the mod is done, i'll create a pdf S2R+ guide, where also this design-description will be a content, incl. single descriptions of the units, what they really simulate in this design.

More examples: The bow Ashi and sword Ashi are not simple common Ashis in this mod, also every Ashi unit contains lesser Samurai (as imagination, what makes their partly good combat values reasonable), as it was in reality. And those lesser Samurai often were poor nearly like Ashis (peasants - some lesser Samurai hardly had more possession as some Ashi), and had "probably" (perhaps) the equipment of the best looking Ashi textures (if you use the Unit Variety mod, you can see the texture distinctions from which speak). The Samurai tagged units are already "elite" within the whole imagined Samurai deployment, the ones who can afford such a good equipment, and the special ones (ie. the renamed "heroes" are the very elite ones by skill and wealth).

If you know some Sengoku history, the design helps perfectly to your immersion into the gameplay, for me at least valid :)


Feel free to add your thoughts, findings and researchments to the theme.

DaVinci
07-09-2011, 14:40
I guess it fits into this thread to say some short words about the recent change via v1.99 in regard of the ikko faith factors in the new gameplay. The changelog might be a bit limited in this regard. For this reason i'll copy here what i have written internally about this particular content ... *searching now the comment within the dev forum* edit *can't find it*

Doesn't matter, here we go:

The Ikko Ikki faction in the game is merely a fantasy product, because there was hardly a faction or clan as such.

Now with the new content in v1.99 of cultural influence via the 3 religions which are in competition with each other, or in other words, it really matters now, the ikko content is reflected all over the map as unrest factor (except for the Ikko Ikki faction of course) for the majorily shinto buddhist regions.
Besides pure religious differences or conflicts (note, not religious wars, because they didn't exist in Japan), it reflects also the unrest within the bottom class of the japanese society in the period, which hardly was always calm in these civil war times, and province leaders had to provide control.

GShock
09-05-2011, 13:37
Tan zih's post on the % of classes and weapon types in each daimyo's armies is superb.
What an invaluable research he did for the community.

http://www.twcenter.net/forums/showthread.php?t=441983 <--

DaVinci
09-06-2011, 19:27
Another extended source: http://www.samurai-archives.com/military.html

DaVinci
09-08-2011, 21:04
A relevant map ...

https://upload.wikimedia.org/wikipedia/commons/c/c6/Azuchimomoyama-japan.png