Nobunaga's Ambition: Iron Triangle (NAIT) (PS2) FAQ Version 1.0 08/11/2009 By Leif Powers E-mail address: LEPmf@yahoo.com This document is in the public domain. 1234567890 .......... ---------------------------------------------------------------- Table of Contents 1. Introduction 2. Grand Strategic Overview 3. Things to Remember 4. Getting the Second Fief 5. About Officers 6. About Unit Tactics 7. About Troop Unit Types and Armaments 8. Offensive Operations 9. Defense 10. Fief Management 11. About Diplomacy 14. About Strategy Phase Tactics 15. Story Events 16. Clan Techs 17. Unlocking New Stuff ---------------------------------------------------------------- 1. Introduction MUCH OF THIS INFORMATION IS APED OFF THE GAMEFAQS MESSAGE BOARD GIVE CREDIT TO SOMEONE ELSE Nobunaga's Ambition: Iron Triangle is an excellent strategy game. It has a relatively strong delegation mechanics and fief switching controls, which allow you to implement something pretty close to the ideal strategy without spending days tweaking every stupid fief (until you conquer large amounts of the map and have to clean up after the CPU's dreadful civil policy in all the conquered fiefs). The game does have one downside - a very diluted tactical representation. In contrast to Nobunaga's Ambition: Rise to Power, where you could massively compensate for civil and military disadvantages by skillfully manipulating the AI units (re: bypassing the enemy units to storm the enemy main camp), in NAIT the whole game is correctly aligning your civil policy with your current military needs. With that said, because NAIT has a developed logistical model, there are a number of moves you can make during operations to exploit the enemy disposition (reinforcements, unit mobility disparities, trapping and multi-way conflicts). Hopefully this guide should give a good outline of how to grow more powerful as quickly as possible. DON'T THROW AWAY YOUR MANUAL ---------------------------------------------------------------- 2. Grand Strategic Overview The game usually goes like this: 1. If problems with powerful neighbors, upgrade castles and research/build Musket techs and Musket turrets. 2. Develop your fief to emphasize draft and gold. Get officers if you can. 3. Set alliances, increase base troops, and otherwise prepare for an all-out assault on your weakest neighbors, leaving your own castle in a weak position. 4. Reset the new fiefs into a similar state. 5. Begin developing techs to efficiently take down castles (Rams, Infantry, etc.) 6. Once you expand into double digit fiefs, consider developing Civil Tech depending on your fiefs' region. For example, in the Kanto plain, you have tons of paddies, but in Kyushu, most of the techs are worthless. 7. Start building with an eye on Food, since this is usually the biggest problem in conquering new lands at this point. 8. Complete your clan techs and move towards fully-upgraded Dragoons by researching the Musket tree. Also upgraded Rams if needed. 9. Create new Provinces and assign targets to guide the AI in helping you mop up the other 3/4 of Japan. ---------------------------------------------------------------- 3. Things to Remember - Sending low-INT units out to battle is a fool's errand. - If you are taking down a castle with your best officers, generally sending 2x the number of garrisoned troops will balance preserving troops and food consumption. More of course depending on how strongly fortified (could be 4x if they have a monster castle ringed with Musket Turrets). - If you are building a few structures, combine your officers to squeeze in before the season turns. However, for many structures, send single officers (assuming 50+ POL) for each district. - Always repair ports (sometimes if you assign to a province, the repair gets cancelled) if you have any kind of gold on hand. The CPU will always fail to conquer if you appropriately man (and arm with muskets) as long as you fully repair the port. - Threaten daimyo once they have one base. It's best to conquer the castle first and Threaten their port to increase your odds of success. - Build 3 Ninja Camps when bordered by famous daimyo, 2 Ninja Camps per castle otherwise. - DO NOT attempt to fight in a Turret alleyway, ever. If you think you will get intercepted (if you aren't sure, the answer is yes) conquer somebody else and attack from a better approach. - Hang on to a few good Items if you know you will soon recruit powerful officers. This way you can immediately raise their loyalty and avoid the double whammy of fighting against them. You can also spam Reward but obviously at a cost. - If you have Gold and decent INT officers (70+), Inspiring your units is pretty effective and allows them to use Taunt as the third tactic, which will have better linkage than Rally and thus you might actually see it get used. ---------------------------------------------------------------- 4. Getting the Second Fief In any game that attempts to track actual troop strength, making your first conquest is usually the hardest part of the game, and NAIT is no exception. Generally you start out with a fixed set of officers, whom you may or may not be able to pay. The ronin usually aren't very good in this game, so hire as many as you can put to work with your current Gold supply, but waiting for good generals won't pay off. Bathhouses are worthless. The next step is usually growing your fief as you have many open spots. Gold is the limiting factor if you have a number of officers, so build Garrisons next to your Castle and either immediately build (if you will get attacked) or leave space for Turrets on the plots closest to your castle. If you are very weak but already have Musket Turret available to research, research it also if you can spare the officers. They are the only way that you will repel large invasions with inferior generals. Depending on Engineering tech level, you may consider some other upgrades. Once you have enough protection to hold on to your fief, you want to build up Barracks. Since you have no Fame, your popularity only gives you one or two Draft commands a season. Accordingly, you must use your highest LEA officers to draft and help them out by building Barracks. 11 is a pretty good number, more than that and the game starts giving you only 50 additional troops per Draft. Once you have built up a number of troops, pursue Alliances if they can help you isolate on one force. Otherwise, you may need to buy more Muskets to equalize. Once you have double the strength of the opposing fief (in officer quality and men), go send everything at it. The force mix will heavily depend on your clan tech, but usually you send 1 infantry unit to get the walls, and then your clan specialty to wipe out the troops. To repel possible invasions on your weakened fief, you can wait until you have comparable forces as the surrounding territory. Additionally, Turrets will help you compensate for a lack of troops. Once at the enemy base, target the walls and intercept any units or reinforcements that come out. In this game, you cannot really ignore the opposing units. Wipe them out and then immediately repair at least a small amount of the walls. Rinse and repeat. ---------------------------------------------------------------- 5. About Officers Rule #1: Always Reward your officers if they have Normal sympathy towards you. Once they get 100 loyalty, Shingen's tricks don't work anymore. Keep the less loyal officers away from the more devious daimyo borders. Rule #2: Amplify strengths with items. You should seldom alternate battle officers, so that they gain experience and new tactics. Accordingly, you shouldn't try to cover weaknesses - you should just load up the VAL officers with VAL items, the INT officers with INT items, etc. Rule #3: Buy Aptitude-enhancing items for your high POL officers instead of benching your generals to research. Faster, less expensive, more efficient. Rule #4: Draft and Procure are more effective with high LEA and high POL officers respectively, so don't just use chumps to do these commands. Rule #5: Kinsmen rule Provinces. The best you can spare should be used. Early on when you are just delegating ports, you can use a 100 Loyalty chump. Alternatively you can screw the game rules and just reset if they declare independence since it's a time-saving measure anyway. You can use a 100 Loyalty hoss, but then you will need to remove all your kinsmen from the covered territory. ---------------------------------------------------------------- 6. About Unit Tactics In general, you want to use anything that can Confuse the enemy. Sniping the enemy officer is excellent also. Rally is a helpful skill if you are not paying close attention to the battle (Inspiring). This is another reason why Bows are worthless, they have weak tactics. For units with Battle Tactics (Snipe, Thrust, etc.) high VAL is needed for best results. For units that only have Strategy Tactics (Confuse, Rally, etc.) you need high INT and experience. So your Ram doesn't need to have Munenori Yagyu in the company. Of course, experience is a given if you do the smart thing and don't rotate out generals. Always assign 3 officers if you have 3 tactics. While you will generally use the highest point-value tactics first to maximize linkage, using lower ones first is useful when facing elite units like Kenshin Uesugi, where you want to cut their troop numbers as quickly as you can in the beginning to avoid annihilation. Using lesser tactics can also be helpful if your highest level tactic is Strategy-type (e.g. Confuse) and the enemy's INT is too high for it to work consistently. ---------------------------------------------------------------- 7. About Troop Unit Types and Armaments The game does a pretty good job of showing your unit strengths. In general, you will want to stick with your clan's tech (often you have no choice since you don't have alternative officers) in the beginning, diversify to the opposite type unit (troop killers vs. wall destroyers) and end up with Dragoons and fully upgraded Rams or Cannons in the end game for food and power advantages. If your clan is just weak, generally you want to field Infantry with Muskets for range - no techs needed, reasonably well suited to most battles, pretty good bang for the buck and survivability. Once you get more gold, substitute Cavalry for Infantry to alleviate food burden. In terms of mid-game, good alternative researches for complementary units are the first four Infantry techs, Muskets with their first four techs and Superior Ramrods, and Rams with their factory and Iron Axles. Bows can be useful early on if there are some lightly defended castles and you don't have the cash for Muskets. Mass bows will preserve much of the castle walls and can be easier than using Cavalry or other units since you will take less time to bring down a castle with only a couple thousand troops. Ships are worthless because you only need to establish ports 3 times (really 2 since Hokkaido only has 1 castle and so shouldn't need much effort to take if you started anywhere but the extreme north). Plus, in conquering a force that has a port, half the time you will receive a Boat or other useful ship. I've never used Towers, but they are a poor substitute for Musket Tech. Still, if you do find lightly defended castles and have people to spare, Towers work. Cannons are pretty good against lesser technologied forces. It is not too hard to force the enemy out when you get free shots on castle (which is true for upgraded Muskets also, but to a lesser extent). However, you can't get them until later in the game, at which point you are more concerned about Food and troop battles. Plus they are not good against personnel, which is why I prefer Rams - easier to get early, less techs, far more useful in a big troop battle because of their huge defense if upgraded (50 - twice as much as Dragoons). But against heavily fortified castles without Turrets, Cannons are very useful. ---------------------------------------------------------------- 8. Offensive Operations In general, the principle to follow in NAIT is to stack your forces deeply and focus fire on any troops in the area. Once they have been eliminated, you go wail on the castle until the walls come down, or if the castle is well fortified, you surround it. (Or come back with Rams which is a far better strategy in terms of food) Whether it's better to focus on strong or weak depends on escape routes and so forth: if you can send the weaker unit back earlier, that often compensates for taking a beating from a strong one. Just annihilating the unit isn't that great because they still get their injured (although you get a morale boost which is usually worth it). For a typical fief invasion, you bring your troops to the border without crossing, so that they re-form close together. Then you cross into it, moving quickly past Turrets that aren't adjacent to the castle. Eliminate all unavoidable Musket Turrets before besieging the castle. When the castle is allied with other troops, reinforcements will be dispatched. This is an excellent opportunity for intercept of poorly distributed units as the CPU does a poor job of keeping the Cavalry and ranged attackers together. This is especially true if they go by sea and you have Muskets. Be sure to dispatch them before they can get to the castle because... Both offensively and defensively, there is a trick to positioning your troops to use the castle as a meat shield. When you march out defensively, you can go the opposite direction from the attackers and leave orders on finding new targets. Thus, you can march out your ranged attackers, giving them the ability to use unit tactics, while taking advantage of the castle walls for cover. Of course, this won't work if they target your unit with ranged, but unless you have a number of Musket Turrets, holding out is generally not what's wanted. If you let the enemy do this, you are giving them a huge advantage. Picking off transport and engineer units is an excellent pastime. Usually you need Cavalry to do this though, the transport units particularly love to run away - which may be what you want if you don't have a lot of troops and are just trying to survive. Reinforcements to other castles are nice also, but they tend not to pass too close by to you, so in the food vs. military advantage balance, it's not that helpful. If you have a force's territory surrounded on two or more sides, there are sometimes opportunities to trap their units in reinforcement. If you attack a castle (ideally with a high-defense unit), they will march out from other castles to defend. However, if their road network is lightly defended, you can pursue the reinforcements and cut them off from both castles. Anytime you see a force loading up at a port, that's a great time to leave your ports be and let them march out. You can reinforce the port when they actually set out, and then deal their would-be navy severe blows when they arrive, cutting off their retreat. The CPU has the most ridiculous love for ports and will get a lot of troops killed going for those worthless towns. Muskets against skiffs is just gruesome. Any adjacent castle invasion is reason to jump in and attack whoever's winning. This is especially good with Cavalry and ranged attackers, which don't do well against walls. You let the attackers deal with the walls, and then you come in quickly and wipe everybody out. You can take someone else's castle too or draw off their reinforcements, but if you don't have a good reason for keeping the other guys alive (balance of power), usually it's best to lie in wait and attack when they've beat each other senseless. When planning to attack a port by sea (you will do this 3 times in the game), you mass muskets and come all at once. There is no other way. On harder difficulties, oftentimes the CPU will stupidly attack adjacent forces instead of allying, weakening them. I find it's best to allow multiple forces to stay in play on harder difficulties, assuming they are viable (no single weak castles should be allowed to endure). Many, many times, you will attack the stronger force, and open up opportunities for the weaker force to attack them also. Playing them off one another is devastating, making Hard sometimes easier than Easy. Sometimes you want to force the enemy into a field battle. You can bait them into doing so if you target one of their castles from the outset of your march. If they reinforce from adjacent fiefs, you can engage them well outside the range of any defenses they may have in those fiefs. Likewise, if you wait to target the enemy castle until you reach the border, you will give the CPU no time to prepare for your invasion. Surround is not a very good order because it takes too long to deflate the castle's morale (~3 months if you bring the minimum force). I believe you can speed it up by bringing extra troops with Taunt or other morale lowering tactics, and have them attack the walls or reinforcements to build up Will (use Manual tactics). Even un-upgraded Rams will make relatively quick work of fully-upgraded castle walls so long as you use your best officers and take ten thousand or more troops. If for some reason the castle has large numbers of troops, this is far preferable to attempting Surround and getting your people killed. You can mass your clan's best units with similar effect (e.g. 50000 cavalry commanded by your best officers will do a number on any castle). If you put two well-manned and led Rams on a castle it melts. Always remember though, you should not attack without sufficient force. Fighting and losing is a disaster in this game because instead of being able to follow up with increased pressure, they just repair their castle and heal their injured. The only time you should pressure is when one force is getting very powerful relative to the others and you need to keep them occupied fighting you. Starvation is pretty hard in this game because of the huge initial stocks of food and gold and the non-consumption of food during peacetime. ---------------------------------------------------------------- 9. Defense Defense is excellent in NAIT because of all the obstacles you can set up for the invading force. Before you even go on the defense, you should be tracking the troop levels in the adjacent fiefs to identify forces that might try an attack. On land, it usually trends that they will wait for 2-to-1 odds, as opposed to the sea, where they will do the same thing, except that they're actually 1-4 against when you consider the fact that your port fortifications and muskets will eat up their bow skiffs at a 10-1 ratio. Once the horn is blown, the first thing you need to decide is whether you can keep the castle. If you can't, and don't intend to immediately retake, you need to raze all your non-combat buildings before they cross into your territory and probably march out of the castle, trapping the invading force against your walls and extracting the maximum for your loss before fleeing. Next, depending on officer skill, you erect the Decoys and Turrets appropriate to the size of the invasion. Any additional repairs can go in, although upgrades usually take too long unless you intercept the forces in the field. Procure Muskets as needed to ensure that your castle (and any troops you intend to sortie inside the castle or out) can do maximum damage. At this point, you know the troop strength, so you decide whether to intercept them on the road, draw them in and then intercept, Mislead to break up their concentration, or let them all come in tight and then hold out. Interception on the road works great when the force is unevenly composed (Cavalry with Bows), since you can focus fire right away. You usually do this when the castle is under heavy attack and you need to relieve some of its burden. I've used just this technique alone to turn a moderate defeat into a huge victory after all action concluded by buying time for reinforcements to arrive and retake the castle after the enemy had suffered major losses. Shingen got wiped out almost before the rest of that wing of the pincer even came up to confront my western forces, and it just went downhill for them. Drawing them in is good when the enemy does not have very strong forces and you want to maximize the combined damage to their army. It's also good when your reinforcements will arrive soon and you wish to surround them instead of letting their forces take your units one at a time. Using Mislead is good in a number of situations, but particularly when you have some Turrets on the road that you inherited. I've seen the Uesugi do some truly rotten things by Misleading forces back and forth along a Musket Turret line. Otherwise it's just good for improving focus-fire when you have a number of units in the area. Letting them come in tight is good when your castle is heavily fortified (itself or surrounded by Musket Turrets) and you have few good troops. If they move to Surround the castle, you can block them by just intercepting one of the forces. This is also the ideal situation for using the walls as a shield and having ranged attackers let loose while they are positioned inside. It also works well when you intend to bring a superior force to annihilate the enemy and want to give the most time for the castle to deal out damage before committing your more-valuable troops (the castle takes money to recharge which is a heck of a lot easier to come by than popularity). Anytime you can use Rumor or Raid, do so, but I find that they are almost never recommended (therefore effective) tactics against the types of forces that would actually attack you. Make sure to march out Cavalry as the engagements end to delay and pick off the most critically damaged units as the enemy retreats. Certain castles (Ishiyama, Kannonji, Odawara) can be turned into Citadels with 40000 HP. If they are upgraded to four story keeps (may have to upgrade everything), you have sufficient cash (50K gold), and three S Engineering Aptitude officers are available in the fief, an event will occur no later than the end of the year to upgrade them. ---------------------------------------------------------------- 10. Fief Management In general your development strategy should emphasize troops in the early game, when you only get ~3 drafts per year. As you expand, gold and/or food will become issues, so you will want to build for those as needed. Academies should be built as officers become available for research. The first order of business is the rapid development of your fiefs. Most daimyo have far too few officers to do this, so the very first priorities are the acquisition of new officers and the construction of sufficient Shops to support them. Obviously you will hire any ronin that can possibly be useful, Search, and Entice rival officers if you have a great civil servant. You should also Reward your officers to prevent them from going over to the enemy. If possible, build the 2-3 Ninja Camps per fief needed to prevent most intrigues. The next step should be either invasion (given a suitably weak fief) or the construction of 11 Barracks. After 11 Barracks, you will no longer receive 100 additional troops per Draft. Plus, if you build more, you will choke off your research and gold pipelines. The appropriate time to invest in Research and the necessary Academies is very clan-specific. In general, you want to always keep something in the pipeline, ideally not using your best battle officers, as those officers are needed more in invasion. High POL/INT officers should also be avoided in the early going as they are needed for Entice, Inspire, etc. If possible, Negotiate with your allies to gain useful technology and save space on Academies. Once you have conquered another fief, build a Workshop if it will save time in regenerating the necessary districts, and then build up the 2-3 Ninja Camps and 11 Barracks. Typically you will need to repair and possibly fortify the castles also, but this can be done with weaker officers. Usually you should build Paddies anywhere there are rivers, build your Garrisons close to castles (so you can put up Turrets later if needed), and then put all the other facilities in areas with the most spaces. Until you have highly developed Civil Tech, it doesn't make sense to build in constricted areas. Using one officer per facility is the most efficient officer/days ratio. Of course, when you are in the early going and short on gold, putting multiple officers on each facility is best. Fortifications like castle upgrades and turrets are usually not needed, assuming you have enough troops and gold. Since you will usually not be on defense, building up the fief is far more useful in the short and long term. Simply repairing the castle and manning it with equal troops to the largest forces adjacent to your fief will be sufficient. However, fortifications can be useful if you are reducing your troops or baiting the enemy, and have lots of gold and mediocre officers. ---------------------------------------------------------------- 11. About Diplomacy Getting into an alliance is usually something you do with a force that has either technologies you like, or that covers one approach to your domain. Can be pretty expensive though...best to do when you don't have a lot of gold. Obviously very tough when you are small...just send your highest POL officer and hope. Sometimes they ask for a pretty low-ranking hostage, so don't let that warning deter you. Save and then see which officer they ask for. If you stay in your former ally's territory after the alliance has expired, you will lose 10 Fame every month that one of your units remains in the territory. To satisfy the Request from an ally, you generally need to target the castle/port to defend and then do something good like repelling the invasion. The officer will give a notice that indicates their fulfillment of the request. In assisting the ally, you usually just need to send a solid number of troops. Ideally you send ranged attackers so you take minimal damage. Forcing the enemy into a Truce can be better than actually conquering them. The reason is the miserable handling of spoils from the conquered territory. Accepting the Truce can get you 2/3 of their gold, whereas if you conquered their territory, you get none. Naturally the large gold stores enjoyed by other forces are a favorable target. You can then use the cash to buy more food, invade their neighbors, then come back for Round 2. When a Coalition is formed against you, reinforce all bases and wait for the imminent attacks. They will keep coming if they actually have sufficient force to try, but they usually spend themselves utterly in the first wave and have no shot of continuing at a comparable pace. Negotiate is useful for basic techs (including the Academy), but I have not found that the CPU will generally give up higher techs (even if you have some). Threaten is possible whenever you vastly dominate one of your neighbors. The typical scenario has you conquering their castle, then Threatening their port to claim all their officers without recruitment. However, it is possible to Threaten daimyo that have multiple castles left. For example, as Shogun and with more than one million troops to their 20K troops, and attacking two of their castles, I was able to Threaten the Oda (1590, Hidenobu as leader) even though they had six unconquered territories (including fully-developed Osaka Castle). Make sure you Release all their officers before you Threaten them to maximize the Fame gained. On the note of Release, each time you capture a city, Release a number of the enemy officers. However, leave their best officers under lock and key for when the enemy comes pleading for you to release them. Giving up the officer will yield 10 Fame, an item, or a pitiful amount of gold. Obviously the 10 Fame is the key (as well as the Fame you got from releasing the idiots). ---------------------------------------------------------------- 14. About Strategy Phase Tactics Mostly useless because they don't work. Inspire of course is pretty good as you can use Taunt instead. Raid, with the exception of a certain situation, tends not to work. Mislead or Rumor has a higher success rate, but even those tend not to work most of the time. ---------------------------------------------------------------- 15. Story Events This is the thread that contains the compiled list from iblyz, which in turn comes from a number of folks on the Gamefaqs board. There are a few not listed on this (e.g. execution of Sena (Tokugawa)) --- 1st , credit to all who post these events. Just to name a few Soran Seraphil Xiahou Mao Sun Xiao Just compile it and make this post to help me and the others who will be hunting for events. Motonobu Matsudaira change his name to Motoyasu Matsudaira(Tokugawa) In the 1st scenario. Motonobu Matsudaira wed Lady Sena from the Imagawa and change his name to Motoyasu Matsudaira Trigger: Automatic( I guess) The battle of Okehazama:(Oda) In the 1st scenario. 1st Yoshimoto Imagawa will attack Oda. Trigger: Raid the Yoshimoto Imagawa's troop with Nobunaga Oda. Effects: Nobunaga Oda's raid will confuse Yoshimoto Imagawa's troop. 2nd Trigger: Finish off the Yoshimoto Imagawa's troop. Effects: Yoshimoto Imagawa killed and Nobunaga Oda got two officer. (Masatsuna Yanada and Shinsuke Mori) Motoyasu Matsudaira claim independence(Tokugawa) Trigger: Just trigger The battle of Okehazama. Effects: The Matsudaira claims Okazaki castle(+10 000 troops). Kiyosu Alliance(Oda) After the independence of Matsudaira Trigger: Automatic The Matsudaira will propose the alliance. Option: Accept or refuse the alliance. Effects: The Matsudaira will be the ally of the Oda for 150 months. or You will ot be able to ally with ieyasu for quite some times. The Death of Dosan Saito.(Oda) Sometimes after the alliance Yoshi tatsu will rebel against his father. Trigger: Automatic Effects: Dosan Saito killed and the alliance between oda and saito dissolved. The execution of Oda Nobutaka.(Oda) After Dosan Saito's death. Nobunaga will murder Nobutaka after he knows of the conspiracy against him. Trigger: Just execute Nobutaka. Effects: Fame drop about 20 points but all officer will gain loyalty(+10). The recruitment of Shigeharu Takenaka: Sometimes around 1964 yoshi tatsu dies and Takenaka will rebel only to give it back to tatsuoki. Trigger: In my experience just wait till 1964 and it'll trigger(obviously saito must have shigeharu takenaka) Option: Recruit Takenaka or demands the inabayama castle. Effects: Takenaka joins the Oda and truce between the oda and the saito or Takenaka become ronin, Inabayama castle is still under the Saito. Harunobu Takeda Becomes a Singen Takeda: 1560(ish) Trigger: Build 5 temples. Effects: Harunobu takes the Name Shingen.Vassal loyalty +10. Yoshishige Otomo becomes a preist: 1560(ish) Trigger: Build 5 colony. Effects: Yoshishige takes the name Sorin,Vassal loyalty +10. ----------------------------------------- Matsudaira Motoyasu renamed to Tokugawa(Tokugawa) After Year 1559 December Trigger: Whilst possessing an Forum, Kikutei Harusue visits. Effects: Matsudaira Motoyasu renames himself to Tokugawa Ieyasu, fame +100 ----------------------------------------- Taking a position in Kanto(Uesugi) Scenario 1 Trigger: Take one of the castles in Kanto Effects: Nagao Kagetora renames himself to Uesugi Kenshin, Nagao Kagenobu becomes Uesugi Kagenobu, Kenshin becomes Kanto's Chancelor . Uesugi Norimasa becomes vassal. Iblyz Posted 5/4/2009 9:50:10 PM message detail ----------------------------------------- The fateful boating in Nojiri Pond(Uesugi) Trigger: Once Nagao becomes Uesugi, Sangao Maskage and Usami Sadamitsu must be in the same castle or harbour. Option: To give or not to give Effects: Give the boat - Masakage and Sadamitsu dies, Nagao Ashikage becomes a vassal with the tactics Kurumagakari, renames to Uesugi Kagekatsu and becomes adopted by Kenshin. or Do no give the boat - Nothing happens ----------------------------------------- Inabayama renaming to Gifu(Oda) Trigger - Nobunaga must be in control of Inaba Castle, and you are not yet in control of the Muromachi Palace. Effects: Inabayama castle is renamed Gifu castle, fame +100 ----------------------------------------- Hideyoshi Kinoshi ta renamed to Hideyoshi Hashiba(Oda) after gifu renaming and hideyoshi stipen over 1000. Trigger - Trigger the gifu events Effects: Dunno ----------------------------------------- Allaince with the Azai.(Oda) Around 1960+ Trigger - Just negotiate for alliance with the azai. And Nobunaga personally will handle it. Effects: Oda Nobunaga will marry O-Ichi to Azai, Alliance with azai bout 60 month. ----------------------------------------- Mogami Succession(Mogami) When Yoshiaki Mogami and Yoshi-toki are old enough to be named heir. Yoshimori is daimyo Sadanao Ujiie is still alive Trigger - retire in favor of either son Effects: Yoshimori and Yoshi-toki become Retired status Yoshiaki becomes daimyo Sadanao dies ----------------------------------------- Kagetora Adoption(Hojo) Trigger: propose alliance to Uesugi while Ujiyasu and Kenshin are respective daimyo Ujihide Hojo is in play Neither clan may be allied to Takeda Effects: Ujihide Hojo will be adopted by kenshin and named Kagetora Uesugi. Alliance with Uesugi. ----------------------------------------- Otate no Ran(uesugi) after Kenshin's death around 1577 Trigger: Automatic Kagekatsu, Kagetora, and Kanetsugu Higuchi must all be in play Option: Choose whether Kagekatsu or Kagetora becomes daimyo Effects: Kagekatsu succeeds Kagetora, Kagenobu, and Norimasa Uesugi(unsure on Norimasa) will all die or Kagetora succeeds, Kagekatsu and Kanetsugu will both be exiled and permanently despise Kagetora alliance with both Takeda and Hojo will be made Iblyz Posted 5/4/2009 9:50:44 PM message detail ----------------------------------------- Tamenobu Tsugaru declare Independence.(nanbu) sometime after 1570 Trigger: Ishikawa Castle's troop count drops below 5000 Option: Deploy to attack Tsugaru or not. Effects: Deploy and Tamenobu will be exiled Masazane and Sanechika Kunohe will die or do not deploy and Takanobu Ishikawa will die Ishikawa Castle will become Tsugaru Castle all officer in Tsugaru Castle will join Tamenobu Tamenobu takes on Tsugaru last name ----------------------------------------- Naoie Ukita's rebellion(Uragami) Anytime(i guess) Trigger: Okayama Castle's troop count drops below 5000 Naoie and Kagechika Akashi in the clan Option: Punish Naoie or Not Effects: Do not Punish Naoei ,gain extra until you have 10,000 troops in Okayama or Neva tried it.(Help plz) ----------------------------------------- Honnoji Incident(oda) 1st sometimes around jun 1582 Trigger: Yakami Castle must have more troops than Nijo Palace Sadakatsu Murai must be in Nijo Mitsuhide in Yakami Nobunaga in Azuchi Have Hideyoshi and Kuroda attack the mori clans fortress near the Okayama Castle(be gentle and do not let it fall until the event occur). Effects: There will be a fiest or somewhat and Nobunaga intend to take Mitsuhide with him. 2nd sometimes around july 1582 trigger:- just transfer Mitsuhide to Azuchi castle. Effects:- The events will occur Mitsuhide, Hideyoshi and Shibata will be independence. ----------------------------------------- Iblyz Posted 5/4/2009 9:53:44 PM message detail Anyone got the yoshi teru's assasination event? i've been trying to get this events. matorade Posted 5/5/2009 10:22:42 AM message detail Just a few things to clarify and additional events: Motonobu Matsudaira change his name to Motoyasu Matsudaira (Imagawa) Motonobu Matsudaira wed Lady Sena from the Imagawa and change his name to Motoyasu Matsudaira Trigger: Marry Motoyasu to Sena (not an automated event if you play as Imagawa so you must use the Marry command in order to activate this event) The Death of Dosan Saito (Oda) Technically this event happens in Spring 1556, The Battle of Okehazama could happen before or after this event Yoshi tatsu will rebel against his father. Trigger: Automatic Effects: Dosan Saito killed and the alliance between oda and saito dissolved. The Yoshi tatsu Rebellion (Saito) Trigger: In spring 1556, an automated conversation between Dosan and a retainer will be kick off where Dosan will ponder whether if he should retire and turn his clan over to Yoshi tatsu or not. Effects: select "Retire" command and choose Yoshi tatsu to take over Continue to play for a few moments which will kick off an event where Dosan is shown to have a second thought about Yoshi tatsu being the clan's leader and then Genta will offer Yoshi tatsu two options. Option A: Execute Dosan Effects: Dosan Saito is killed and the alliance between Oda-Saito break off. Option B: Spare Dosan Effects: an automated event of Yoshi tatsu is forced to battle with Oda. Yoshi tatsu will emerged victorious when Oda is forced back to Owari but his force will end up many thousand injured soldiers in process. Then, Dosan and Yoshi tatsu will bond as a father and son and thereby Dosan continues as an officer for Yoshi tatsu and live on. Oda-Saito alliance break off Kiyosu Alliance (Matsudaira) After the independence of Matsudaira Trigger: Use ieyasu to propose the alliance Effects: The Matsudaira will be the ally of the Oda for 150 months ---------------------------------------------------------------- 16. Unique Clan Techs This is a straight cut-and-paste of Shardukar's list that he posted on the board. Think his list is better than the one normally listed in the English version because it lists the secondary effects: --- Some tech names aren't written properly because of my computer having issues with the kanji. (I have to use the korean patch, otherwise no font works properly, and korean patch removes kanji) Clan specific Technology Spears Spirit of Mikawa (one of the best skills in game along with furinkazan) Tokugawa Ieyasu Allows one to fight with 0 morale, Blocks Confusion (almost all, stops sneak attacks as well apparently, its still debated) ----------------------------------------- One line of command (? I don't know the name of this one, because the letters were screwed up on my windows) Chosokabe False message (? the one that makes one retreat) no longer works ----------------------------------------- Cavalry Wargod (something like that) Uesugi Raises your skill bar 30%; faster, When you attack enemy cavalry atk rises 23% ----------------------------------------- Furinkazan Takeda When cavalry skill succeeds, the rate in which the enemy are 'shaken' rises ----------------------------------------- Bow Simultaneous fire (army one slicing bow?) Ashikaga Yoshi teru, Ashikaga Yoshiaki, Imagawa Bow skills rise in power 50% ----------------------------------------- Teppo Three line firing (or at least something like that) Date, Oda Teppo skills rise in power 50% ----------------------------------------- Cry of the monkey (Its really called that in Japanese, I believe it comes from the type of kiai you yell for a famous dojo in that area) Shimazu When Teppo skill succeeds enemy may be confused ----------------------------------------- Sniper (I dont know its name, again letter screwing up) Suzuki Easier to hurt enemy generals (light injury) ----------------------------------------- Siege Country slayer (same as sniper and one line of command, letter screws up) Otomo Cannon attack +20 ;Speed 80;And a not so clear effect (which makes it 60 of something) ----------------------------------------- Navy Fire attack on docked ships (Grrr fonts) Mori, Kobayakawa, Kikkawa, Gono Able to take down all ships except for Ironclads instantly ----------------------------------------- Castle Sanadamaru Sanada Defensive siege attack speed +50;Castle skills power up 50%; ----------------------------------------- Domestic Policy Controlled Lands? (Im assuming this name as well) Hojo During defensive sieges supplies (rice) usage is 0 All Clan specific skills require you research one A skill in that tree. Except for Sanadamaru, which is obtainable early on. Although I referred to them as clans, in reality most skills are only obtainable with the first three generations of Daimyo (of that family). Some clans however, have only one person available to learn that skill (usually the more famous one of that clan) The next post will deal with events --- PSN : Shardukars ---------------------------------------------------------------- 17. Unlocking New Stuff You get new Unification Scenarios for each of the following accomplishments: - Unify Japan as Shogun (an event given when you have 1000 fame) - useless fictional scenario unlocked - Unify Japan as Regent (an event given when you have 1000 fame and have declined Shogun) - some other useless fictional scenario - Unify Japan with all technologies obtained - "The Final Battle" 1575 Nagashino scenario unlocked - Unify Japan as the Oda clan, starting the game in the very first scenario (so you have a chance at the Oda story events), obtain five Oda story events, and decline the offices of Shogun and Regent (think Nobunaga Oda may have to be alive) - "To Declare War" scenario with the Oda in control of Gifu Castle and the shogun Yoshiteru Ashikaga murdered You get new Historical Officers whenever you clear a regional scenario. For clearing Challenges, you get new Challenges. For clearing them all, you get a chunk of new Historical Officers.