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Yeah me to - that's a good one GShock he he! Now, how does the 1.3 play? Based on the patch log it seems like a biiiig improvement over 1.2!?
 
HUGE improvement indeed. It plays smooth (in windowed mode still because I didnt' find improvements on the resource/graphic management department). Critical bugs for gameplay were squashed, AI is sensible, I am n00b. Again: Worthy purchase (but worthier if I had my way in devving ultrafanatic realism features lol). ;)
 
Okay thanx for good news, I'll purchase it on Green Men Gaming since that would be 15€, so half or the regular price and I get the game code so I can register it on this forum.

P.S. Are there any good mods already available for it down the more realism/immersion line?
 
Hmmm, you'll have to plot against DV to manage getting him on this side of the gaming word! ;)

Still there is something in the mods section. Unfortunately I am not a modder. It would take a guy like Davinci or Yarkis to mod Sengoku for realism and historicity and I am quite sure Sengoku is flexible enough to give very credible results. I'll be waiting for some good modder to show up with such project and most likely jump in... as I usually do ;)
 
P.S. Are there any good mods already available for it down the more realism/immersion line?

1551 Mod will go further.
I also made a mod for the Genpei War (AD 1180) scenario. When I finished that scenario, I would like to create Jokyu War (1221) and Nanboku-Cho scenario (1335) too and connect them to the 1467 setting of vanilla.
 
1551 Mod will go further.
I also made a mod for the Genpei War (AD 1180) scenario. When I finished that scenario, I would like to create Jokyu War (1221) and Nanboku-Cho scenario (1335) too and connect them to the 1467 setting of vanilla.

Wow, that would be indeed sweet to have! Maybe it will be even included in the next patches huh devs? :D
In what way will 1551 mod go further if I may ask?
 
Wow, that would be indeed sweet to have! Maybe it will be even included in the next patches huh devs? :D
In what way will 1551 mod go further if I may ask?

I'm not certain about the plan for 1551, but more characters will be added and maybe events too.

In Genpei mod, I have added some new traits and changed education events.
 
I'm not certain about the plan for 1551, but more characters will be added and maybe events too.

In Genpei mod, I have added some new traits and changed education events.

Great! When I register my game I'll try it out.

I don't know what can be modded and what not (I have some basic knowledge on the matter though) but I'll give an idea below and you tell me if it's possible to carry out.

I'm sure new more immersive event pools are already being made/were done by someone but what is lacking are basic economical and 'defensive' models. Those should have been introduced to this game by default but I suppose devs hadn't had the time and resources to pull this out and rather opted for a simpler system.

When you start a campaign what you see is a lot of differently sized clans with different leader stats and different physical topography on the map but the diversity ends right there. I'm sure modders will introduce more bakufu events so that all clans won't be politically equal per see but there is something else that is currently missing. A little bit of basic "human geography" needs to be applied to Sengoku on the provincial level otherwise we play with child's toy instead of a toy for adults. Not all provinces had the same economical potential and not all provinces had the same defensive infrastructure. In the vanilla game every province can sport top tier castles and village improvements and our task is to negate this as per real life.

New defensive model:
My idea is that you put bigger defensive modifiers to all those provinces which historically had prominent province defenses at the start of each campaign similarly like it was done in Magna Mundi mod for EU3. Knowing finding proper data for every province is a nightmare you can emphasize only certain most prominent provinces which were known to be bad ass in this regard or had really poor defensive infrastructure and have all the rest on the same medium level.

Having your master improving the castle tree tier would thus mean that he is doing improvements ON TOP OF PRE-EXISTING province defences. The ultimate goal would be to not see kick-ass defences everywhere during the span of campaign which was also the case in history.

In-game castle in the province is to be regarded as the sum of all defensive infrastructures present in the province. When enemy army is besieging the province we should regard this as a general siege of all the present provincial defences and not only the main castle.

Province siege should also take into account the terrain modifier which means that the more rough the terrain is the bigger the modifier which gives boni for defender and malus for attacker just like in the vanilla battle mode between two units. By doing so physical geography would really be felt in a realistic way also when it comes to sieges.

Don't know which game entry would be best used to simulate my proposal but as I said current castle tree levels should not be used for this.

Current Castle tier levels should be renamed to suit better the provincial level defenses and not the defences of the main castle. Events about the construction of those provincial defences would of course also needed to be renamed.


New economical/population density model:
The same as per defensive model but this time you make a scale of province richness and apply that data to each province. Let the players know which provinces were poor and which rich. No insane data is needed to pull this out. You can have only few levels for simplicity's sake but more would of course be better if duable.
So let's give the provinces proper economical power from the start of the campaign. Which game modifiers would be the best in this regard? As per the example above existing village tree tiers should not be employed for this task.

Population density is going to be a bit trickier to abstract in the game. My basic assumption is that all those provinces that were known for being rich also had a lot of people living in them but historians like you need to enlighten me in this regard.The question that arises is then if the above assumption about population density is correct? How to properly abstract population density of the time into the game and which game modifiers should we use? Ultimately it all translates into how many men are available for the army and how fast is the replenishment and said population pools need to reflect this.

Brainstorming:
The bigger the population in certain province less time it takes for the units to replenish or something down this line.

Village tier tree levels should be renamed to accomply with the kind of provincial improvements that were really done back then.


Let's introduce this rather simple game addition which would make immersion of the game exponentially bigger.

Thank you for taking the time to read this wall of text! ;)
 
The abstract provincial economy and fortification modells are the game design which I basically accepted. Historically speaking, there were no significant difference between provinces except soem cities like Kyoto or Hakata. The provinces had their trade centers, but they were only regional. The castles were also primitive in comparison with these in the later period. So I see why many provinces (kori) in game start without any buildings.

However, with adding some province modifiers the game could have more characteristic provinces, I think. For example, some provinces produced gold or silver, so extra tax modifier for these provinces would be nice.
I'm not sure about the population density. It is represented more or less with the density of provinces. Central Japan had more provinces than northern or eastern Japan.
 
The abstract provincial economy and fortification modells are the game design which I basically accepted. Historically speaking, there were no significant difference between provinces except soem cities like Kyoto or Hakata. The provinces had their trade centers, but they were only regional. The castles were also primitive in comparison with these in the later period. So I see why many provinces (kori) in game start without any buildings.
I can agree with you here - while your point about fortifications is good beyond questioning (maybe some provinces can still get that modifier?) there were provinces with exceptional agricultural land which is not abstracted in the game. You know better then me who those were - I only read a few articles on wiki on the matter. This is partially solved with province density I suppose but I'm not sure if it is really on the spot.

However, with adding some province modifiers the game could have more characteristic provinces, I think. For example, some provinces produced gold or silver, so extra tax modifier for these provinces would be nice.
Good that something constructive came out of my tinkering. Is it possible to mod this in?

I'm not sure about the population density. It is represented more or less with the density of provinces. Central Japan had more provinces than northern or eastern Japan.
You are correct - I overlooked this aspect. One thing less to worry about then :)

One more thing still stands from my previous post though: that sieges should also get terrain modifier just like normal battles! But that is probably the TASK FOR THE DEVS and not for mods.
 
As you said, The agricultural map about Japanese middle ages is not represented in game, though it can also more or less represented by modding province modifier. With patch 1.02 (1.2) we can add effects in the province histories, so that adding a province modifier at the game start seems quite simple. In this way, the modifier for the defensiveness related to the terrain modifier would be also added.

I hope in further patchs also "would be nice features" like more moddability, adoption system or family trees. I think what will be done until the release of CK2 is the key for sengoku to catch the players after that X-day. (I have been already caught, though :) )
 
1551 Mod will go further.
I also made a mod for the Genpei War (AD 1180) scenario. When I finished that scenario, I would like to create Jokyu War (1221) and Nanboku-Cho scenario (1335) too and connect them to the 1467 setting of vanilla.

I have been wondering when I would see you come out with your mod for this. I am excited to see it!