Great Conqueror Shogun: Conquests Guide
Dec 11, 2023 4:52:34 GMT
kanue, kyokusanagi, and 8 more like this
Post by Airi Momoi on Dec 11, 2023 4:52:34 GMT
I decided to take upon myself the task of creating the conquest guide (+list) for the newest ET release like so many others have done for past games, as well as hopefully placing some useful information where people can easily find it.
If you so desire, there's lots of good information in this thread: european-war-4.boards.net/thread/19183/conquest-mode and definitely more than what I know here, so if you have the time I highly recommend checking that out.
Generally, things are very similar to EW7 Medieval's conquests, but with some key differences - if you have no experience in that, I highly recommend checking out the tutorial. It's not perfect, in fact it's very deficient, but it gives a much smaller map for you to get a feel for the mode.
Without further ado, let's get started - I'll be following Ralyks standards where blue stuff is the stuff you should focus on.
Intro + General Tips
Much like EW7, there is two victories for each run, an objective victory where you fulfill the objectives given to you at the beginning of the run and a hegemony victory where you conquer the entire map (the only factions alive are either allies or subordinate states of you). Fulfilling each will give you rewards for a first time completion, but afterwards you will only receive coins and conquest battle pass experience.
Rewards:
Rewards:
- For first objective victory with a certain faction you get 15/25/50 ban-kin, 10000 coins, and some assorted stuff for upgrading your units, generals, and himes. The ban-kin rewards seem to be divided by the difficulty ranking provided by ET, separate from the star (flower?) ranking of strength. Each faction gives different items for a first-time completion.
- First time objective victory within a star rank gives 20/15/10 ban-kin, 15000/10000/5000 coins, and 500 broken blades. (Dependent on star ranking - 3 gives the least, 1 gives the most)
- First time hegemony victory with each faction gives 50 ban-kin, 10000 coins, and 20 operational outlines regardless of star or difficulty ranking of the faction.
Unfortunately, conquest does not retain some of the nice features from EW7, namely, the surrender feature where you fully annex a nation dependent on a percentage chance after their capital has been occupied. Here, factions would simply move their capital after their former one was taken. However, instead we get subordinate states, which will be discussed in detail. All diplomatic actions also scale with economic base, so it quickly becomes inefficient to simply befriend everyone - if you can kill a faction, do so.
- Alliances - alliances still exist in GCS, where you can pretty much ally anyone, although several factors will make it difficult to do so with certain factions (see the section on relations and diplomacy below). Alliances have the same functionality where you can to pay an ally to go to war with another faction (which most of the time is a waste of your resources). The best part about alliances is that you do not have to conquer them for hegemony.
- Subordinate States - if you are at war with someone, you can pay them to instead become a subordinate state, ending the war and essentially making them a vassal of you. They will join all your wars and fight in them, and you do not have to conquer them for hegemony.
Just like EW7, you can recruit for free the first general you deploy at a tavern (with their troops), and further generals deployed at taverns will cost you food as well as either coins or knowledge points, depending on if a special unit is attached to the general or not. Taverns are found in the territory of every walled city, of which there is usually one per province with several exceptions. And just like EW7, the first general you deploy should be your strongest with preferably a healing item attached, since they will be doing a lot of work for you in the conquest.
Your faction (like all others) also has a prestige value, mainly determined by how many castles the faction owns and how big the army of the faction is. Higher prestige values give you more perks, and each prestige has a buff that you are able to select as well. The most important buffs you can choose are mobility due to the huge maps. You do not have to worry much about improving prestige, as you play it should increase naturally.
You passively gain tactics points from colleges which you can use for tactics, each is unique to a faction. These don't come into play that much since tactic point generation is rather slow compared to the price of the tactics, but they can come in handy in a pinch, especially the economic buffs. Reinforcement is fun but rather limited since you can only place them in your territory, and they cost a lot of tactics points.
You can get a buff if you dominate an entire province and pay 500 coins to activate the bonus. Provinces consist of several castles which have the province name above the castle name. The buffs differ for each province, with some being better than others to dominate. Note that you have to personally own all cities in a province to claim a buff, subordinate states do not count.
The AI really likes to spam generals. Like, a lot. They respawn their generals very quickly as well, often in a very disadvantageous position for you. The recommendation is to ignore the generals when you can and focus on taking cities. Once all cities are taken the faction is defeated and all their troops (including generals!) disappear from the map.
Vassals
Instead of appointing a single consul, you can appoint vassals to serve you and give you perks. The number of vassals you can appoint depends on the prestige level of your faction. Vassals cost knowledge points each turn, starting at 100 and decreasing for every point in the specified stat the general that is appointed has. Each vassal does something different, however the most important are the Karo and the Jinba Bugyo. Here is the list of vassals:
Hime: Only vassal who is free, each hime will have a different effect. You get Nene for free, although her perk isn't very good. Oichi is currently the only Hime worth considering, although this may change in the future.
Karo: Price decreased by points of leadership. Gives a +5 relation bonus with all neighboring powers, essentially turning their -6 relationship penalty to a -1 penalty. Also increases credit up to 70.
Counsellor: Price decreased by points of intelligence. Gives +20 tactical points per turn and sets the tactical point cap to 2000. Not as useful compared to the other vassals.
Metsuke: Price decreased by points of valor. Reduces resources required for troop recruitment by 10% (for all resources) and reduces food consumption by 20%.
Military Bugyo: Price decreased by points of leadership. Increases level of all recruited troops by 1 and give more experience points for every unit defeated. Not as useful compared to the other vassals.
Musha Bugyo: Price decreased by points of valor. Increases damage dealt by 20% and morale by +5 per turn.
Kanjo Bugyo: Price decreased by points of intelligence. Increases output of coins and food by 15% and reduces building construction costs by 10%.
Jinba Bugyo: Price decreased by points of agility. Increases troop mobility by +2 and every attack causes the morale of enemy troops to drop by -3.
Hime: Only vassal who is free, each hime will have a different effect. You get Nene for free, although her perk isn't very good. Oichi is currently the only Hime worth considering, although this may change in the future.
Karo: Price decreased by points of leadership. Gives a +5 relation bonus with all neighboring powers, essentially turning their -6 relationship penalty to a -1 penalty. Also increases credit up to 70.
Counsellor: Price decreased by points of intelligence. Gives +20 tactical points per turn and sets the tactical point cap to 2000. Not as useful compared to the other vassals.
Metsuke: Price decreased by points of valor. Reduces resources required for troop recruitment by 10% (for all resources) and reduces food consumption by 20%.
Military Bugyo: Price decreased by points of leadership. Increases level of all recruited troops by 1 and give more experience points for every unit defeated. Not as useful compared to the other vassals.
Musha Bugyo: Price decreased by points of valor. Increases damage dealt by 20% and morale by +5 per turn.
Kanjo Bugyo: Price decreased by points of intelligence. Increases output of coins and food by 15% and reduces building construction costs by 10%.
Jinba Bugyo: Price decreased by points of agility. Increases troop mobility by +2 and every attack causes the morale of enemy troops to drop by -3.
Prestige
To add on to this, each prestige level also allows you to pick a buff. Here are the list of the buffs for each level.
Braced:
Each prestige level gives you extra buffs, with higher prestige levels giving more.
- Braced (Level 1): 5 generals allowed to deploy, 2 vassals
- Budding (Level 2): 10 generals allowed to deploy, 2 vassals, troop level +1 (instead of starting at level 1, starts at level 2)
- Renowned (Level 3): 15 generals allowed to deploy, 4 vassals
- Zenith (Level 4): 25 generals allowed to deploy, 6 vassals
- Formidable (Level 5): 35 generals allowed to deploy, 8 vassals
- Overlord (Level 6): 60 generals allowed to deploy, 8 vassals
To add on to this, each prestige level also allows you to pick a buff. Here are the list of the buffs for each level.
Braced:
- Food required to recruit infantry -15%
- Food required to recruit cavalry -15%
- Food required to recruit archer -15%
- Food required to recruit musket -15%
- Mobility +1
Budding:
- Level of infantry recruited +1
- Level of cavalry recruited +1
- Level of archer recruited +1
- Level of musket recruited +1
- Mobility of war gear +1
- Copper coin output of castle +10%
- Food output of castle +10%
- Recovery effect of troop strength for garrison forces +30%
- Damage dealt of ship +20%
- Mobility +1
Relations and Diplomacy
Unlike in EW7, where you can only see relation trends, in GCS you have a quantitative number detailing how much a relationship is changing and what are the causes for said drift. This is really helpful to get a true insight on what a faction is truly thinking about you and why your relations always seem to decrease. Everyone gets a -6 penalty with bordering factions which makes it more likely for neighbors to declare war on each other. Furthermore, there are certain faction traits that alter the way they act as well, continuing to differentiate between factions.
You also have a credit score, which defaults to 70 which is the threshold for "good credit". Anything below 70 will give a relation penalty to all factions within diplomatic range. How big this penalty is depends on how bad your credit is: below 50 it is -5, and between 50-70 it is -3. Appointing a vassal as Karo will give +5 credit per turn until it reaches 70. To get credit above 70, you need to accept war requests from allies, which will improve your credit by +10 each. Getting your credit up to 90 will give a +5 relation bonus with everyone within diplomatic range.
List of Traits: (if there's anyone who's actually an expert on this who can verify/correct this list, I'd really appreciate it!)
- Affection for Wealth: makes gift giving more effective, adding an extra +5 relation
- Ambitious: will never agree to become a subordinate state, you either have to ally them or kill them
- Brave and Ferocious: will always view you as an equal (need to verify this)
- Chivalrous: will give a +5 relation bonus to neighboring states much smaller than the faction
- Conservative Neutral: will give a +5 relation bonus to all neighboring states, essentially turning the -6 penalty into a -1 penalty
- Esteem the Strong: will give a +5 relation bonus to neighboring states much bigger than the faction
- Expansion Keener: will give a -5 relation penalty to all neighboring states, essentially turning the -6 penalty into a -11 penalty
- Feisty: will give a -5 relation penalty to neighboring states much bigger than the faction
- Loyal and Reliable: will give a +3 relation bonus to allied states
- Naturally Suspicious: will give a -5 relation penalty to neighboring states around the same size of the faction
- Noble Lineage: makes the attitude of the faction always arrogant (need to verify this)
- Preserve Clan Name: makes the faction more likely to agree to subordination
- Shogun: see special Shogun stuff below
- Trade Focused: makes the faction more likely to agree to passage agreements
- Unpredictable: I... really have no clue for this one. It only appears in Armed Unification for Matsunaga so far, so I haven't been able to determine it (partly because I don't really play Armed Unification). If anyone knows please tell me!
Each faction has an attitude towards you as well which affects how likely are they to accept proposals from you and how much of an effect gift giving has on them.
- Arrogant: +5 bonus with gift giving, least likely to accept proposals
- Balanced: +10 bonus with gift giving
- High Regard: +15 bonus with gift giving
- Scruple: +20 bonus with gift giving, most likely to accept proposals
You also have a credit score, which defaults to 70 which is the threshold for "good credit". Anything below 70 will give a relation penalty to all factions within diplomatic range. How big this penalty is depends on how bad your credit is: below 50 it is -5, and between 50-70 it is -3. Appointing a vassal as Karo will give +5 credit per turn until it reaches 70. To get credit above 70, you need to accept war requests from allies, which will improve your credit by +10 each. Getting your credit up to 90 will give a +5 relation bonus with everyone within diplomatic range.
Do not declare wars on allies, subordinate states, or the Shogun. Ever. Even if they occupy a city in the region that you wanted a Kami bonus with. Declaring war on allies or a subordinate state will give a -50! penalty to your credit score, putting it in the gutter, and declaring war on the Shogun will immediately grant a -50 relation to everyone on the map. If you ever have to fight the Shogun, do not kill him. Killing the Shogun will grant a -10 relation penalty with everyone for 10 turns, ensuring that you extended your conquest turns by a long time or you take over the entire map. As for suzerains, you will most likely have to declare war on them to take control of your own diplomacy (and regain your finances). Unfortunately, that comes with a -40 credit penalty, so be prepared to have to bring your credit score up when you decide to break free of your master.
Speaking of subordinate states, you have three action options for them:
- Tribute Imposition: makes the subordinate state contribute part of its tax revenue to you. This is the most useful.
- Territory Defense: tells the subordinate state to fully commit to defending its territory. Not useful at all.
- Strategic Objectives: tells the subordinate state to fully commit to attacking a specific hostile faction. May have some situational uses.
Only one can be equipped at a time, which means most likely you'll be demanding tribute from all of your subordinate states if you have any. They do the other two actions on their own anyway. Also note that subordinate states contribute to province objectives and city control objectives but not Kami province domination.
Much like EW7, there are thresholds for relations, below -100 will cause the faction to instantly declare war on you when it is their turn, below ~-50 they will begin threatening you to pay for relation, above 50 will guarantee a passage agreement and above 150 will guarantee an alliance. Around 100 opinion or more factions will start offering money to you to declare war on their enemies: this will not give you credit unless you are an ally of them.
Gift giving works similarly to EW7 as well, except you have 3 options each in the 3 main currencies of GCS's conquest: coins, food, and knowledge points. These will be around your turn income and it scales, which means solely devoting your economy to gift giving is highly inefficient.
Standing on a faction's land will cause a relation drop of -10 just like EW7, no matter how many of your troops is violating their territorial integrity. Unlike EW7 though, seizing a faction's city will instantly make them declare war on you, dropping your relation to -200 no matter how high it was before. Again to avoid this you can sign a passage agreement.
Appointing Oichi as Hime will increase your relation with everyone in diplomatic range by +3 per turn, making it highly recommended you have her to use as a vassal position. Appointing a general as Karo will increase your relation with neighboring factions by +5, making Karo one of the more important vassals, depending on situation.
Conquests
"The Way of the Warrior is to be found in dying." - Yamamoto Tsunetomo
Currently, there are only two conquests available: Battles in Owari and Armed Unification. The first is around a medium-large sized map in EW7, and Armed Unification is pretty much an
extra-large sized map in EW7. For beginners, I would recommend solely doing conquests in Battles in Owari and get the hang of that before moving on to Armed Unification, which is a more taxing process simply because it is a much larger map. Difficulties here will be based on hegemony conquests, although some of the objective conquests goals will be taken into consideration. And, be prepared to spend a lot of time on this! The maps are big, turns take a lot of time, don't be afraid to split up your playtime into multiple days. But don't be intimidated by the size either! It's definitely doable even for someone completely new to conquests - think of your first conquest as a stepping stone for greater things.
Key:
Cherry Blossom Pink - very easy, these are the ones I would recommend to new players.
Green - easy conquests
Yellow - medium difficulty conquests
Red - hard conquests
Dark Red - very hard conquests, do not touch these until you have gained some experience and have some decent generals.
Battles in Owari
"You win battles by knowing the enemy's timing, and using a timing which the enemy does not expect." - Miyamoto Musashi
This is currently the smallest and easiest campaign out of the two, with the map pretty much divided into different subregions. In the west, Miyoshi will make its claim to the Shogunate which a (admittedly not very unified) front consisting of Hatano, Ashikaga, Suzuki, and Tsutsui attempts to curb Miyoshi's power. In the center, Asai will spar with Rokkaku while Iga Ninja looks for any way out of its subordination. Kitabatake will be locked in an endless struggle against the pirates of Shima Navy. In the north, Asakura fights against Honganji whom due to the spread out nature of its faction will often be at war with practically everyone. In the east, the Tiger of Kai with Takeda is staring down the Dragon of Echigo with Nagao with Anegakoji and Nagano stuck in between both of them - those two usually ends up giving one or the other of the two giants the upper hand. And the main event is Oda, who despite facing a scare invasion by Imagawa, manages to swiftly kill Imagawa Yoshimoto, allowing Matsudaira to break free and Oda to mainly focus on Saito while Matsudaira clashes with its former master.
Action order: Imagawa -> Oda -> Matsudaira -> Saito -> Rokkaku -> Asai -> Iga Ninja -> Kitabatake -> Shima Navy -> Tsutsui -> Ashikaga -> K.Hatakeyama -> Honganji -> Suzuki -> Miyoshi -> Hatano -> Isshiki -> W.Takeda -> Asakura -> Jinbou -> Anegakoji -> Hatakeyama -> Nagao -> Takeda -> Nagano
Three Star ☆☆☆
Two Star ☆☆
One Star ☆
Events
Factions
Three Star ☆☆☆
Imagawa - You have a clear path to victory, take out Oda before they become a threat, then march on Rokkaku and Asai all while befriending the Shogun since you already start with passage. You even have your eastern flank secured with an alliance with Takeda. Probably the easiest three star out there.
Miyoshi - You are the biggest nation in the west and your holdings on Shikoku and Awaji are very easy to defend, but you will most likely come into conflict with Ashikaga. That's not a good thing, but you do have a decent economic base that allows you a decent ability to fight against most of the little factions in the west. Just don't kill the shogun and things should be alright.
Nagao - You mainly want to take out Takeda, which can be a little bit of a challenge. But after Takeda is dead, the east is yours, and you can slowly conquer the rest.
Takeda - Basically the same as Nagao, except your rival is Nagao instead of, well, yourself. The east is very dominated by your two clans in this conquest.
Two Star ☆☆
Asai - Rokkaku isn't that hard to beat, especially since they usually end up fighting everyone around them. Once you secure Northern and Southern Omi the world opens up to you, and your ally Asakura will invite you to fight people like Honganji which gives you easy credit. After reaching 90 your relations will improve with the Shogun so you can focus on the east and the south. It might get a little tough but overall better than most.
Asakura - Honganji doesn't defend its territories in the north very well, and W.Takeda isn't that hard to deal with either. Asai will probably pull you into some wars, and often they're not too difficult to win. Overall a pretty decent conquest.
Hatano - You're on the frontlines against Miyoshi, and you are a bit vulnerable in the north against Isshiki and W.Takeda. Luckily Isshiki is conservative neutral, but this conquest still requires caution. Especially since you start with a border with Ashikaga, which often doesn't bode well.
Honganji - Your territories are split and you border lots of nations. Perhaps this is good for speedruns, but it doesn't make for an easy conquest. Not recommended for beginners.
Jinbou - Your main goal is to take Honganji's territories before Asakura does. You're a little weaker than Asakura and Nagao won't be as kind to you as they are to Nagano, but you're still in the north with not too too many enemies.
K.Hatakeyama - The Kawachi Hatakeyama is on the southern border which is nice, but Suzuki and Miyoshi can be a little more trouble than its worth. It's not the worst start though.
Kitabatake - You're bound to fight Shima Navy and most likely K.Hatakeyama and Rokkaku as well. It's a lot of pressure, but if you can kill Shima Navy before you have to fight anyone else, things will get easier.
Kitabatake - You're bound to fight Shima Navy and most likely K.Hatakeyama and Rokkaku as well. It's a lot of pressure, but if you can kill Shima Navy before you have to fight anyone else, things will get easier.
Rokkaku - You're in the middle of all the action and you start at war with Asai. You border Ashikaga. You are going to border Oda. This is not a good sign. At least you have Iga Ninja as a subordinate, but still...
Saito - You start at war with Oda, and unlike when you play Oda, Imagawa is not a threat for the latter. Takeda also is ready to declare war on you. It's a difficult start for sure.
One Star ☆
Anegakoji - You're a 1 star stuck in between a distrustful Saito, and an aggressive Takeda. Sounds difficult, but luckily Nagano and Nagao are here to help you fend off Takeda. If Nagano becomes a subordinate state to Takeda, restart.
Ashikaga - You have lots of passage relations with everyone around Japan, and a prestige much bigger than your size. With Oichi you get a very boring conquest where you end up allying everyone. You do have to fight Miyoshi, but fighting only Miyoshi doesn't make that tough of a conquest, and Honganji isn't much of a threat either. Asai might give a little bit of trouble, but they often exhaust themselves with war.
Hatakeyama - You're in the north with not much to threaten you. Fight Honganji and Jinbou and push south. You're a little far, but that helps you as much as it hurts you since relation penalties will most likely not be a problem.
Iga Ninja - You're a subordinate state which already is not good, although your master is Rokkaku, who often fights everyone. Unfortunately, that means everyone will also be at war with you until you break free. Definitely a tough start.
Isshiki - You're in the northwestern edge with only W.Takeda and Hatano bordering you, and neither is particularly threatening. A pretty nice start all things considered.
Matsudaira - You're also a subordinate state, and your master is Imagawa. Oh dear. At least Oda will be a big help and an easy ally, unless you killed them, in which case you fight Imagawa alone. Despite all this, you're pretty insulated at first under Imagawa and have the opportunity to build an economic base off of Rokkaku when Imagawa declares war on them, so it's not completely hopeless. But being a subordinate state is tough.
Nagano - It initially seems scary being stuck between Nagao and Takeda, but only the latter poses a real threat as Nagao more likely wants to become your friend. You can beat up Takeda then move westward for this conquest, definitely not the easiest, but with Nagao's help it isn't a nightmare either.
Oda - The protagonist of Battles in Owari, and one with a tough two front war. Saito already starts at war with you and on turn 6, Imagawa will declare war on you with Matsudaira coming along for the ride. Mismanagement can easily lead you to get overwhelmed, especially as other factions declare war on you as well due to deteriorating relations. The key is to focus on killing Yoshimoto as quickly as possible to remove Matsudaira as an enemy and demoralize Imagawa, then take out Saito. It's difficult, but a very fun conquest, especially since you get Nobunaga himself.
Shima Navy - You start out primed to go to war with Kitabatake, and after defeating them you will most likely have to fight K.Hatakeyama. Not that much of an easy task, but it isn't the worst either.
Suzuki - K.Hatakeyama doesn't like you, Miyoshi doesn't like you, it's tough being Suzuki.
Tsutsui - You border Suzuki, who's feisty; Ashikaga, who's the Shogun; K.Hatakeyama, who's also feisty; and Honganji, who's an expansion keener. This is gonna be tough.
W.Takeda - The Wakasa Takeda has a natural enemy in Asakura and Hatano, neither of which are too difficult but they aren't that easy either. Wakasa's a good province for a province buff, but you do only have two cities. I'm torn between placing this in red and in yellow.
Events
April 1560 (Turn 6): If the player is not playing Imagawa, Imagawa Yoshimoto begins his march to Kyoto, teleporting to Narumi and declaring war on Oda. Imagawa will gain a morale boost. The next turn (May 1560) if the player is not playing Oda or Imagawa, Yoshimoto will have a scripted death, leaving the Imagawa in disarray (zero morale) as Ujizane has to pick up the pieces. Otherwise, Yoshimoto will have to be killed manually to gain those effects. The turn after Yoshimoto's death, Matsudaira (if not played) will break free from the Imagawa clan.
Armed Unification
"One should not be envious of someone who has prospered by unjust deeds. Nor should he disdain someone who has fallen while adhering to the path of righteousness." - Imagawa Sadayo
The other campaign in GCS, Armed Unification is massive. With its size, it seems to compartmentalize a lot more than Battles in Owari since most likely Mori and Utsunomiya on opposite sides of the map won't come to blows. I personally have not done much with Armed Unification, with my GCS conquest experience being mainly focused on Battles of Owari so far, so if anyone has good advice for this map, feel free to tell me.
Action order: Oda -> Honganji -> Asai -> Asakura -> Rokkaku -> Kitabatake -> Tsutsui -> Matsunaga -> K.Hatakeyama -> Suzuki -> Miyoshi -> Chosokabe -> Ichijo -> Kono -> Hatano -> Akamatsu -> Uragami -> Mori -> Miura -> Yamana -> Isshiki -> Hatakeyama -> Anegakoji -> Uesugi -> Ashina -> Utsunomiya -> Yuki -> Satake -> Satomi -> Hojo -> Takeda -> Imagawa -> Tokugawa
Three Star ☆☆☆
Two Star ☆☆
Kitabatake -
One Star ☆
Events
Factions
Three Star ☆☆☆
Hojo -
Miyoshi -
Mori -
Takeda -
Uesugi -
Two Star ☆☆
Asakura -
Chosokabe -
Honganji -
Imagawa -
Kitabatake -
Kono -
Oda -
Rokkaku -
One Star ☆
Akamatsu -
Anegakoji -
Asai -
Ashina -
Hatakeyama -
Hatano -
Ichijo -
Isshiki -
K.Hatakeyama -
Matsunaga -
Miura -
Satake -
Satomi -
Suzuki -
Tokugawa -
Tsutsui -
Uragami -
Utsunomiya -
Yamana -
Yuki -
Events
February 1568 (Turn 2): Takeda Shigen will accuse the Imagawa clan of colluding with his archrival, Uesugi Kenshin, which Imagawa Ujizane fervently denies. He will break his alliance with the Imagawa and prepare to invade shortly after.
March 1568 (Turn 3): Turns out Tokugawa Ieyasu was colluding with Takeda Shingen, and he decides to declare war on the struggling Imagawa.
July 1568 (Turn 7): Oda Nobunaga decides to march on Kyoto to reinstate the Ashikaga, with Ashikaga Yoshiaki as a puppet shogun. He declares war on Rokkaku and Miyoshi. Azai Nagamasa decides to support him and declares war on those two as well.
August 1568 (Turn 8): Hojo Ujiyasu has been seeing Takeda's aggression and decides to protect the Imagawa, declaring war on Takeda. Hilariously, he declares to defend Yoshimoto, who's been dead for 8 years by now.
August 1568 (Turn 8): Hojo Ujiyasu has been seeing Takeda's aggression and decides to protect the Imagawa, declaring war on Takeda. Hilariously, he declares to defend Yoshimoto, who's been dead for 8 years by now.
The Resurface of Chaos
"A man’s life of 50 years under the sky is nothing compared to the age of this world. Life is but a fleeting dream, an illusion – is there anything that lasts forever?" - Oda Nobunaga, quoting Atsumori
Added in 1.3, The Resurface of Chaos deals with the fallout of the Honno-ji Incident, the fall of the Oda Shitennou, and the rise of Toyotomi Hideyoshi. The map for this conquest is much different from the first two since Oda Nobunaga has already conquered much of the map - but it all falls apart very quickly. There is no stopping Akechi Mitsuhide's betrayal and Nobunaga's death - even if you choose Akechi or Oda to play as.
Action order: Oda -> Akechi -> Hashiba -> Ukita -> Mori -> Kono -> Chosokabe -> Sogo -> Suzuki -> Tsutsui -> G.Oda -> Shibata -> Uesugi -> Anegakoji -> Tokugawa -> Kiso -> Sanada -> Takigawa -> Hojo -> Satomi -> Yuki -> Utsunomiya -> Satake -> Ashina -> Date -> Mogami -> Soma -> Osaki
Three Star ☆☆☆
Two Star ☆☆
Satomi -
One Star ☆
Events
Factions
Three Star ☆☆☆
Akechi -
Hashiba -
Hojo -
Mori -
Oda -
Shibata -
Tokugawa -
Uesugi -
Two Star ☆☆
Chosokabe -
G.Oda -
Kono -
Satomi -
Takigawa -
One Star ☆
Anegakoji -
Ashina -
Date -
Kiso -
Mogami -
Osaki -
Sanada -
Satake -
Miura -
Satake -
Satomi -
Sogo -
Soma -
Suzuki -
Tsutsui -
Ukita -
Utsunomiya -
Yuki -
Events
June 1582 (Turn 1): The enemy is at Honno-ji! Akechi will break free of their subordinate state status and will declare war on Oda, Hashiba, Shibata, Takigawa, and G.Oda. All subordinate states of Oda will declare independence. Akechi will take Itami, Azuchi, and Nijo Palace. Hashiba gets an event with Mori after damaging Bishu Takamatsu, annexing it and Bishu Matsuyama while making peace with the Mori. Also, can I mention how annoying that *Auto corrected*u gets censored?
July 1582 (Turn 2): Hashiba Hideyoshi catches Akechi Mitsuhide by surprise, swiftly moving to take Itami Castle. If he reaches Nijo Palace, he'll automatically kill Mitsuhide.
And that's that, this post is loooong so if you need to reply to something please don't quote the entire post. Also, if you have any improvements for this in-construction guide to this non-expert, please, give them to me! I will be trying to perfect this and update it throughout the updates as well. Especially correct me if there are any mistakes - I'm very uncertain about the difficulties I set for the conquests!
Good luck on all your conquests, I believe in you!