D. The Big Picture
In a conventional strategy game where the human player's goal is to expand, the power of the human player can be roughly expressed by straight line, or a curve if a "retarding" mechanics such as the increasing Admin Cost is in place (such as in STW2). The AI opposition's power is usually higher than the human's at the beginning (increasingly higher on a higher difficulty). Let's draw a simple graph to make the concept more easily understood.
Veterans of strategy games should be familiar with the feeling that "only the beginning of the campaign is interesting, then it is just a test of patience". Indeed, once the human player's power surpass that of the AI opposition (Victory Certainty), there is not much challenge left. Furthermore, when the human player expands further, the AIs due to their stupidity usually do not expand as fast. So they will have a slower growth of powers, and eventually the human grows so powerful that the opposition crumbles rapidly.
What really sets STW2 apart from other strategy games is a very dramatic mechanics to turn up the challenge, the Realm Divide (RD). The RD naturally has received a lot of criticism from legions of frustrated players who are slaughtered by the AIs.
What happens in STW2 is that when the human player's province reaches a certain point, the Realm Divide is triggered, and very quickly all of the AI factions will stop fighting each other, but rather unite to oppose the human player. The power of the AI opposition increases dramatically after the Realm Divide, until the rest of Japan has all aligned against the human player (maximum challenge).
An extraordinary human player might be able to manage to expand further even under overwhelming odds. Eventually, the AIs' alliance against human is defeated and rapidly crumble. But the vast majority of human players cannot manage to overcome the huge power difference between the AI opposition and themselves. They cannot expand any further, and their campaign is stuck. Failed. Owned.
Note: There is actually a second point where the AI opposition's power is significantly higher than the human's - the very beginning. Fortunately, STW2 is friendly enough that it does not give each AI one full stack at the beginning of the game even at legendary mode.
Fortunately, there is a very easy way to work around Realm Divide, as has been pointed out by various guides and stories.
For a conventional strategy game, there is more or less a linear relationship between the human player's number of provinces and turn number. In many games, there is an exponential relationship - the border of the kingdom grows longer and the expansion accelerates. But Japan is mostly linear that we can pretend the expansion will be quite linear.
To combat realm divide, we can revise our expansion strategy. We will purposely hold off our expansion just before we hit the point of Realm Divide. The exact timing of the pause is very easily decided - just watch our yellow fame bar and stops expansion right before it fills up. We will use this waiting period to seriously strengthen our economy and then upgrade our army. After our power receives a significant boost, we comfortably trigger the RD and steamroll the AIs even if they are all against us.
This is what the power vs. # of province graph looks like with the revised strategy. Just before RD, the human player receives a large boost of power because we know the game better than they do.The AI opposition tries to match up after RD, but the human uses its superior power to suppress the AIs. Even if the rest of Japan all unite against the human player, the human is still a little more powerful. Quickly, the AI reaches the breaking point and the human wins another sweeping victory.
The above concept is probably nothing new to you. So where does logistics come into play?
The answer is that we need to find out the optimal waiting period in order to win the game as early as possible with your style. If we wait for too little, our power will not be enough to fully suppress the AI after Realm Divide, so we will expand rather slowly. If we wait for too long, sure we will overkill the AIs, but we have wasted too much time waiting.
The optimal waiting period is integrated with the consideration of all previous sections - the logistics of army, buildings, and research. Ideally, by the time that we are ready to trigger Realm Divide, our invincible armies are ready, our bank account is full and our income is ever growing, and we have researched every essential tech on the list. Most of this is gaming experience and learning from past mistakes.
Here are two graphs that I made from an actual campaign recently.
The first one is about incomes vs. number of provinces. You can see the "power boost" during the waiting period at 22 provinces.
The second picture is about number of province vs. turn number. The waiting period is between turn 54 and 78.
Concluding notes: Other than personal styles, the game's difficulty is affected by many factors: choice of clan (I have read people beating legendary Oda in 7.5 hours only by auto-resolve), game versions (subsequent patches often fix exploits and "overpowered" aspects), and random factors such as agents' mission outcome, retainers, AI's aggressiveness against the human player, and events. I think we should care less about playing the game as efficiently as possible (and never care at all whether we finish the game earlier than another person), but to find fun from exploring unfamiliar elements. When we gained more knowledge from our explorations, we can naturally make better decisions. If we make each of our thousands of decisions in a campaign based on deep knowledge, careful reasoning, and sound judgement, we have truly mastered the game, and we probably have played our style as efficiently as we can.
Thanks for reading the guide and I hope it helped!![]()
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