This time let's discuss something that nobody has written any guide about, but is critically important - Logistics. Most of logistics is purely boring common knowledge, such as do not walk back and forth between two points... We will avoid repeating any of that and only mention the less-obvious aspects. Also, devils live in details. The most important thing to have good logistics is patience and carefulness.
The goal of logistics is to maximize our kingdom's efficiency and expansion rate. I am not saying you should all race to see who finishes the game the earliest - go with your preferred styles and have fun. But logistics is about how to optimize the efficiency within your own style (unless your style is "chaotic mess"). In general, the faster we expand, the less army the AI has, and therefore the easier our battles will become. Good logistics ensure the supply of armies, agents, and funds to allow the smoothest expansion.
A. Army
A1. Knowing the army composition
First, we need to know the goal - what's our army composed of? Ideally, we want the least number of units to accomplish the widest range of tasks. Any extra unit creates unecessary burden to the kingdom. My favorite army composition goes like this:
- 8 units of Naginata Samurai (or the clan's favorite's melee infantry type). Early game they are just Yari Ashigaru.
- 9 units of Bow Ashigaru (later on, replace a few with Bow Warrior Monks)
- 2 units of Yari Cavalry. Early game I will simply use general or Light Cavalry.
- 1 unit of commanding general
This allows me to deal with every kind of battle in the game. I usually format my armies more or less to meet this goal. Welcome to test out your own favorite army composition.
A2. Placing orders
I find that only two types of production centers are required - one for melee, and one for ranged. The direct and indirect cost of upgrading castles are just too high and it is better to have just two recruitment centers. For melee units I go for the best armor possible. For range units of course +accuracy.
After we decide on a good army composition, we need to estimate how many armies our income can support. On Legendary, an all-Ashigaru army costs about 2000 koku of upkeep per turn. As you throw in better units, you can expect 3000-4000 koku per army. Again, we want to MINIMIZE the number of armies required. If you are backed up by the sea, the most you need is FOUR armies. If you are in the middle of Japan, you can often expand on SIX directions at the same time. It is also critical to have enough spare income so you can upgrade worthy economic infrastructures (rice exchange is usually not) and pay for agents' important missions (don't assassinate any AI general you see). Later, when you become rich, you can afford more armies.
After we decide how many armies we will have, we can work out the exact number of units to be ordered from our recruitment centers. And since we know the recruitment rate, we can work out when we should start placing orders. For example, if we need 27 more units of +25% accuracy Bow Ashigaru, and our level-4 Castle produces 3 units per turn, we have to recruit for 9 turns. Samurai take twice longer to train, so it is common to have constant recruitment as soon as the best armorer buildings (+5 armor) becomes available.
But that does not include shipping.
A3. Shipping units
Units are shipped either on land (safe but slow) and on the sea (dangerous but fast). Due to the relay mechanics, shipping on the sea can be made extremely fast if there are no enemy ships to distrupt our relay chain. So go ahead and base your unit production center in Satsuma or Iwate.
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The above practice is especially important when we enter the stage of development prior to Realm Divide. The preparation of triggering the Realm Divide usually happen years before. Here is an example of one of my campaigns:
Please follow the red line (Army upkeep). You can see a sharp increase of army upkeep after turn 60. But I did not trigger the Realm Divide until turn 78. The preparation started 18 turns before the real action begins. And after Realm Divide I only used 12 turns to take down 38 more provinces and won the campaign.
Testimony: I could not have pulled it off without logistics!
Next we will talk about broader aspects of logistics - building planning.
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