Twelve Clans - Official Thread
NetHackFan1006 last edited by
@Cernel Would you suggest changing the dice system to allow for more variance in units? As with a d12 system I don't know how much we can change stats around from how they are now. Do you have any stat change or PU change suggestions instead of removing units from the map?
@NetHackFan1006 I would strive to avoid going anywhere above a d12 system, but, of course, the higher the dice sides the easier to find solutions. Also in the moment the d12 is flavour for these kinda games (because of the boardgames), I think you should better stick with it.
Honestly, it would be very hard even for me to come up with a balanced system that keeps every unit worthwhile for everyone while having a mostly single value boost national advantage system in place for 12 different powers. And I'm not even going to think how to, then, deal with a requirement to work with any AI too.
As far as the basic units go, if the "national advantages" would not exist (everyone having exactly the same frontier), I could furnish a full set of balanced values, but I don't think either me or you want me to do that. This is your game, after all, not my mod of it.
Actually, the typo was a side note. The matter is that it says "Improved Teppo Offense", while it should say "Improved Teppo Defense".
I'll get that fixed shortly...thanks! Somehow I completely missed that
Update 1.3 should be out soon. This update will add clan objectives for bonus PUs, tweaks to the Bushi unit, and some additional graphical/audio modifications
Thomas Leavitt last edited by
I just played through this, solo, vs. all the other AI set to "Hard".
Against the AI, it was a bit of a cakewalk as the Oda. I built max Noburi on the first turn, then stormed over and crushed Miyoshi, stormed north and crushed Azai with a mass of Ashigaru that just kept building, and continued East with that growing horde. I gradually developed a secondary horde in the south and used that to storm West through various neutrals, who died with minimal casualties incurred and then mess with the western powers who had been busy beating each other senseless. In the meantime, I built a third horde to conquer neutrals in the center and forestall adventures by the mostly turtling Tokugawa in the south. My vassals also did their own conquering in a number of cases, starting with Miyoshi occupying much of the center and north, and thus forestalling any Eastern adventures by the western powers. I won on the 13th turn when my vassal Uesugi eventually made Tokugawa into a vassal, even though I only held three capitals on my own.
It seems like Ashigaru become overwhelmingly powerful even if used just as cannon fodder with enough supporting units and leaders.
I wish I could convince the AI to invest more into the Nobori but I haven't found the sweet spot yet. Some clans are easier the win with than others as a result. I find playing the Azai or Chosokabe to be the most challenging.