@redrum Thank you!
@Cernel Thank you so much for the feedback. There are a few things I know need addressed but I wanted to go ahead and get a version 1 out there. For starters, I still haven't quite figured out the sounds, although @Frostion has helped a bunch and I am unashamedly looking at his stuff for guidance, so the next update should have some music if nothing else.
The map is somewhat historical. The clans are in their general vicinities, although I took some liberties geographically because I didn't want 200+ territories for my first map. I tried to incorporate as much history as I could while staying "true" to the Samurai Warriors franchise (these are a great series of playstation games that themselves take some poetic license with regard to the characters and such - the main reason why the Daimyo not only have names but are sooo powerful. If you have ever played one of those games you know what I am talking about ).
I will also try and drum up some better documentation. There are several things I discovered while learning the xml that I just wanted to try out. Thus the vassal system was born. I agree with you I don't know if people will like it or not but we had a good time playtesting it and debugging it. Its refreshing to me to keep playing even after getting wrecked (whether that was due to a bad strategy, one mistake, or some trash dice rolls), and somewhat vindicating when you can bounce back from that and really lead the charge for your new lord.
True, some clans are harder to play than others. Tokugawa, Takeda, Hojo, Oda, basically most of those in the center are really ripe for domination or being crushed fast. Ultimately that is what I was shooting for was a game that could be played very fast (12 rounds or less) consistently.
The Nobori are my favorite unit! Alas, they must be capped or else I would have to change them. I picture them as recruiters, drawing in the commoners (ashigaru) to fight and pumping them up. Also the Samurai can pump them up as well. On a d12 system the Ashigaru are only 1-1 normally so they are extremely weak without these units. I also liked the idea of units creating other units and not being able to purchase some units. As I said, I wanted to play around with some concepts that the xml can do but you don't normally see.
Fun fact: the ninja was originally intended to be a land submarine, able to assassinate freely and run away. But I wasn't able to add that ability in this version, so when 2 comes out there will likely be some major updating going on here...
I am rambling I think...thanks for the suggestions and I will go back over this in the morning with a clear head. Please keep the feedback coming!