Agent Miles 14:18 12-30-2008
I have the Eras version where the first level castles are only 250 koku on expert. If you build it, they won't come (the rebels or the Mori that is). It's a speed bump for the AI that they just stay away from. Besides, you have what you need to take out the Imagawa provinces. This works flawlessly for me.
Oh wait... I think they're 250 koku in my version as well. Can't check right now. Hmm.. I'm in doubt.
Whatever- so it's just something that influences the AI to not attack? Sounds intresting.
Interesting; I wasn't aware of this either. Has anyone else been able to determine whether castles help deter AI from attacking? (And if so, does this only apply to the human player, or to all clans?)
Agent Miles 20:56 01-05-2009
I’m hardly a Dojo on this, but I played this faction about a dozen times trying different things. If I built castles, I did not get invaded. If I did not, then I eventually got invaded. I am now exploring the Mori faction and the same trick seems to work. I think if you start building other structures without a strong force as garrison, then the AI will invade for the plunder.
True. When I build castles I tend not to get invaded as much either. Perhaps a province without a castle is simply seen as an easy target by the AI?
The building costs and building times were halved in MI - in version 1.0 and 1.12 its 500 koku. I actually like it better the v1.0 and v1.12 way, you really need to invest time and money in getting finaces to work beyond the feudal level - its just that the AI is blitzing in hard and there is little time and scope to turtle at least until you are secured border and income wise - that could mean literally half Japan.
In v1.0/1.12 the port costs 1500 koku and trading posts 1000 koku - you needed to pay plenty to get those guns and extra koku and the Harima/Nagasaki/Bizen natural ports mattered.
In MI turtling is somewhat more viable for the player due to the cheaper/faster built buildings that pay back sooner and render the campaign pace somewhat more tuned with the buildings the player can afford. The downside is that in the long run the player ends up building all buildings available too easily - that is there is no sense of strategic goals as it was originally intended (that is you go either for well trained troops or armored troops or trade and guns and churches not all of them at once).
I won campaigns even turtling as the Shimazu in Kyushu this way - you can actually make lots of monies fast from a handful of provinces as Agent Miles says. This would be suicidal at best in v1.0 v1.12 - Shimazu can survive only if by 1540 is in Kyoto or past it. Otherwise you are facing the purple death - ten to fifteen full stacks coming at you with all their might.
But thanks to the ease with which Daimyos die and AIs lack of attention to heir units this can also be overcome with a staunch defence - especially if you play with the timer on that does not enable numbers to come to bear.
Shogun actually needed a few more clans to shine and slightly less overall agricultural income.
More clans would mean less starting provinces for all and more competition for a clan to rise as regional power - even if you d be tempted to kill off neighbours your other neighbours might put an end to it all when you hurt (that is when you take the risk of invading with token home garrisons etc).
I would add, the Takeda of Aki that were very much a different clan than the Takeda of Kai - the CHosokabe (that were actually considered as the game files revealed based in Shikoku) one of the Kyushu clans in place of teh Kyushu Imagawa (the Ryuzozi i think in that area), one of the Shimoza/Kazusa powerful clans to take over Shimosa/Kasuza (they had nothing to do with Hojo) - place Hojo in Sagami/Musashi and add one of the Mutsu/Dewa clans next to the Uesugi - and also the Asai or Asakura and the Hosokawa to partake what is Oda territory in Shogun.
Drop the rich provinces from 600 koku to 400 koku about so that the player cant afford an army to conquer the country without some additional economic investment (trade/christianity or farm upgrades and mines) and we are in business.
By the way the v1.0 v1.12 can be played only with copies of the original that is now available only second hand - it is not available with Warlords edition or eras (that is again Warlords edition) much like MTW is not available in the v1.0/1.1 anymore other than second hand.
However Warlords edition has unit and building data in easily editable txt.files - it means all this can be easily altered to suit ones preference.
!it burnsus!
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