A Basic Guide to this Site
Page 1 of 1 • Share •
A Basic Guide to this Site
Differences between Samurai and Shinobi
The things that make the Samurai and Shinobi different reflect both side’s divergences. 1) Samurai do not use Shinobi arts such as Replacement, Transformation, Shadow Clones, or Shadow Shurikens. Shinobi, due to the unwieldiness of Katana, cannot use sword and weapon skills, though their sword skill may be on par with that of a Samurai. 2) While Samurai usually serve only one master and live openly in castles, Shinobi live in hidden villages and, depending on the highest bidder, at times change their original loyalties.
Samurai
Ranks:
Skillwise:Tsuwamono/Apprentice -> Ronin -> Samurai -> Swordmaster
RankwiseRonin Leader -> (Shizoku/Steward) ->Daimyo/Feudal Lord-> Kazoku -> Shogun
Info:
Samurai are the Light side of society, war and politics. Held to a code of honor and loyal to the death, Samurai, while capable of using Jutsu, generally shy away from Genjutsu and Stealth Ninjutsu (though Genjutsu used in combat is at times condoned). Samurai, being soldiers and public leaders and can control soldiers (up to 100 NPCs).
Samurai Skills and Combat FAQ
1. I’m a Daimyo. Does that make me Samurai-ranked?
No. A Daimyo is simply a status as leader.
2. What is Tsuwamono/Apprentice and how do you gain in skill?
A Tsuwamono/Apprentice is simply a samurai-in-training, the equivalent of a Genin. You can increase your rank through fighting your peers in the Imperial Samurai Exams. The Ronin is the equivalent of Chuunin, and you rank to Samurai in the Imperial Samurai Exams as well. Swordmaster, though, is Kage level and, like Kage, comes mainly through skill. The exact location of Swordmaster on the rank ladder, like Kage, can vary, but it is undoubtedly high. You can only be a Swordmaster when a previous Swordmaster bestows the rank to you.
3. I really want to use Genjutsu or Transformation. Pleasssseee?
We’re trying to enforce the rules here, so unless you use it in open combat, let’s try not to bend the rules.
4. Do bloodlines exist for Samurai?
Of course, and in this RP, the Hyuuga are a Samurai bloodline. Their bloodline clan leader has access to special Jutsu, but can be of any skill level. The process of choosing a bloodline clan leader in the case of a casualty can vary from clan to clan.
Villages, Castles and Leaders FAQ:
1. Does my Rank affect my skill?
No. Daimyo/Feudal Lord has no standing on your actual abilities—as long as someone is willing to follow you, you can be a Daimyo or Ronin Leader even if you can’t really fight. You can only increase skill through exams.
2. What’s the difference between a Ronin Leader and a Daimyo and how do you get promoted?
Until you have 4 people (apart from yourself) who are willing to follow you and openly acknowledge you as leader, you are a wandering Ronin by default (though your skillwise rank may still be Tsuwamono, that of a regular soldier). If up to 3 people are willing to follow you, you are a Ronin Leader, and you get up to 100 NPC soldiers (up to 20 for each person willing to follow you and up to 40 for yourself), which you can distribute to your followers or simply reorder in any way you like. Once you have 4 followers, though, you can either remain as a Ronin Leader or build a castle. You simply give me a coordinate on the map and I will note the location for you. Building a castle lowers the strength of each of your NPC Samurai, but also gives you the ability to use Ashigaru (regular soldiers who can be armed with anything from swords to Naginata to Muskets). It increases your subordinate soldiers from 20 to 100 and your own soldiers from 40 to 160. There is no limit to the amount of soldiers you have within your castle’s population, but remember that it’s not a one-time purchase. For as long as you you’re your soldiers, you’re going to have to pay them weekly, so a large army will drain your money. Once you build a castle, you are a daimyo.
3. Daimyo sounds stupid, can you call yourself something else?
Sure. Call yourself Jesus Christ if you really want to.
4. What’s a Kazoku and what’s a Shogun?
Once you have at least 9 subordinates, you can build a second castle and send some of your subordinates to rule that castle. You HAVE to appoint a Shizoku (a Samurai who becomes the caretaker of your castle) Castles expand the area you control and are places where you can keep reserve troops. It’s never a good idea to keep all your eggs in one basket. If you have 3 castles (that means at least 15 subordinates), you can claim yourself as a Kazoku, a noble of the royal house. At that point, your personal NPC limit is increased to 300, while all your Shizoku are promoted to Feudal Lords, increasing their soldier limits to the 160 of Feudal Lords as well. If half or more of the Kazoku in the continent claim loyalty to you, you can claim the rank Shogun, at which your unit limit is increased to 1000 troops just for yourself, while you gain 800 troops you can distribute to any of your subordinates.
5. As a subordinate or a shizoku, is it possible to rebel?
Absolutely. If you don’t think that your Daimyo or Kazoku doesn’t treat you well enough, you can lead a rebellion. You are automatically promoted to a Feudal Lord as the leader of the rebellion (your subordinates don’t gain or lose any forces.) If you either drive out all the loyal forces in the castle, then the castle becomes your castle instead. If you fail and aren’t captured, though, you are demoted into a Ronin Band Leader. You can also simply peacefully leave your commander.
6. What happens if I build a castle and then my subordinates leave me and I end up with less than the minimum of 4 subordinates? Does my Castle disappear?
Firstly, I’d have to say that I feel sorry for you if your own subordinates leave you that early on. But no, your castle remains, though you’ll be obviously understaffed.
7. What is a special unit?
Once you are a Daimyo, you can register and create a special NPC unit that only your forces can use. It usually should be based on your villages specialty. For example, a castle near a forest area would have Forest Knights, nations that have castles near plains would have horsemen, etc.
8. What is a Ninja Consulate?
If you, as a Daimyo or above, are confident that you will always be allied with a Ninja Clan, you can open a consulate where the clan can station shinobi there instead of at their village so that they’re constantly on call.
9. What is a Foreign Ally?
At the Kazoku level, it is possible to establish relations with nations overseas. Doing so will usually give you NPC soldiers or abilities from that nation. For example, allying with the Tianjing Church will give you Swiss Guard, allying with the nation of Albions will get you Knights and Gelel Users.
10. Can I keep all my generals and soldiers in one castle?
Sure, as long as your total amount of troops does not exceed your city’s population.
The things that make the Samurai and Shinobi different reflect both side’s divergences. 1) Samurai do not use Shinobi arts such as Replacement, Transformation, Shadow Clones, or Shadow Shurikens. Shinobi, due to the unwieldiness of Katana, cannot use sword and weapon skills, though their sword skill may be on par with that of a Samurai. 2) While Samurai usually serve only one master and live openly in castles, Shinobi live in hidden villages and, depending on the highest bidder, at times change their original loyalties.
Samurai
Ranks:
Skillwise:Tsuwamono/Apprentice -> Ronin -> Samurai -> Swordmaster
RankwiseRonin Leader -> (Shizoku/Steward) ->Daimyo/Feudal Lord-> Kazoku -> Shogun
Info:
Samurai are the Light side of society, war and politics. Held to a code of honor and loyal to the death, Samurai, while capable of using Jutsu, generally shy away from Genjutsu and Stealth Ninjutsu (though Genjutsu used in combat is at times condoned). Samurai, being soldiers and public leaders and can control soldiers (up to 100 NPCs).
Samurai Skills and Combat FAQ
1. I’m a Daimyo. Does that make me Samurai-ranked?
No. A Daimyo is simply a status as leader.
2. What is Tsuwamono/Apprentice and how do you gain in skill?
A Tsuwamono/Apprentice is simply a samurai-in-training, the equivalent of a Genin. You can increase your rank through fighting your peers in the Imperial Samurai Exams. The Ronin is the equivalent of Chuunin, and you rank to Samurai in the Imperial Samurai Exams as well. Swordmaster, though, is Kage level and, like Kage, comes mainly through skill. The exact location of Swordmaster on the rank ladder, like Kage, can vary, but it is undoubtedly high. You can only be a Swordmaster when a previous Swordmaster bestows the rank to you.
3. I really want to use Genjutsu or Transformation. Pleasssseee?
We’re trying to enforce the rules here, so unless you use it in open combat, let’s try not to bend the rules.
4. Do bloodlines exist for Samurai?
Of course, and in this RP, the Hyuuga are a Samurai bloodline. Their bloodline clan leader has access to special Jutsu, but can be of any skill level. The process of choosing a bloodline clan leader in the case of a casualty can vary from clan to clan.
Villages, Castles and Leaders FAQ:
1. Does my Rank affect my skill?
No. Daimyo/Feudal Lord has no standing on your actual abilities—as long as someone is willing to follow you, you can be a Daimyo or Ronin Leader even if you can’t really fight. You can only increase skill through exams.
2. What’s the difference between a Ronin Leader and a Daimyo and how do you get promoted?
Until you have 4 people (apart from yourself) who are willing to follow you and openly acknowledge you as leader, you are a wandering Ronin by default (though your skillwise rank may still be Tsuwamono, that of a regular soldier). If up to 3 people are willing to follow you, you are a Ronin Leader, and you get up to 100 NPC soldiers (up to 20 for each person willing to follow you and up to 40 for yourself), which you can distribute to your followers or simply reorder in any way you like. Once you have 4 followers, though, you can either remain as a Ronin Leader or build a castle. You simply give me a coordinate on the map and I will note the location for you. Building a castle lowers the strength of each of your NPC Samurai, but also gives you the ability to use Ashigaru (regular soldiers who can be armed with anything from swords to Naginata to Muskets). It increases your subordinate soldiers from 20 to 100 and your own soldiers from 40 to 160. There is no limit to the amount of soldiers you have within your castle’s population, but remember that it’s not a one-time purchase. For as long as you you’re your soldiers, you’re going to have to pay them weekly, so a large army will drain your money. Once you build a castle, you are a daimyo.
3. Daimyo sounds stupid, can you call yourself something else?
Sure. Call yourself Jesus Christ if you really want to.
4. What’s a Kazoku and what’s a Shogun?
Once you have at least 9 subordinates, you can build a second castle and send some of your subordinates to rule that castle. You HAVE to appoint a Shizoku (a Samurai who becomes the caretaker of your castle) Castles expand the area you control and are places where you can keep reserve troops. It’s never a good idea to keep all your eggs in one basket. If you have 3 castles (that means at least 15 subordinates), you can claim yourself as a Kazoku, a noble of the royal house. At that point, your personal NPC limit is increased to 300, while all your Shizoku are promoted to Feudal Lords, increasing their soldier limits to the 160 of Feudal Lords as well. If half or more of the Kazoku in the continent claim loyalty to you, you can claim the rank Shogun, at which your unit limit is increased to 1000 troops just for yourself, while you gain 800 troops you can distribute to any of your subordinates.
5. As a subordinate or a shizoku, is it possible to rebel?
Absolutely. If you don’t think that your Daimyo or Kazoku doesn’t treat you well enough, you can lead a rebellion. You are automatically promoted to a Feudal Lord as the leader of the rebellion (your subordinates don’t gain or lose any forces.) If you either drive out all the loyal forces in the castle, then the castle becomes your castle instead. If you fail and aren’t captured, though, you are demoted into a Ronin Band Leader. You can also simply peacefully leave your commander.
6. What happens if I build a castle and then my subordinates leave me and I end up with less than the minimum of 4 subordinates? Does my Castle disappear?
Firstly, I’d have to say that I feel sorry for you if your own subordinates leave you that early on. But no, your castle remains, though you’ll be obviously understaffed.
7. What is a special unit?
Once you are a Daimyo, you can register and create a special NPC unit that only your forces can use. It usually should be based on your villages specialty. For example, a castle near a forest area would have Forest Knights, nations that have castles near plains would have horsemen, etc.
8. What is a Ninja Consulate?
If you, as a Daimyo or above, are confident that you will always be allied with a Ninja Clan, you can open a consulate where the clan can station shinobi there instead of at their village so that they’re constantly on call.
9. What is a Foreign Ally?
At the Kazoku level, it is possible to establish relations with nations overseas. Doing so will usually give you NPC soldiers or abilities from that nation. For example, allying with the Tianjing Church will give you Swiss Guard, allying with the nation of Albions will get you Knights and Gelel Users.
10. Can I keep all my generals and soldiers in one castle?
Sure, as long as your total amount of troops does not exceed your city’s population.

Kuruni- Admin
- Join date: 2009-05-01
Posts: 63
Age: 16
Alliegence: Independent
Rank/Style: Jounin
Special Weapons: Pata

Re: A Basic Guide to this Site
Shinobi
Ranks:
Skillwise: Genin -> Chuunin -> Jounin -> ANBU
RankwiseShinobi -> (Clan Leader’s Steward) -> Clan Leader -> Kage -> Grand Kage
Info:
Shinobi are the dark side of society, war and politics. Stealthy and hidden the Shinobi live on the terms of strength, unlike the hereditary nature of many Samurai Feudal Lord positions. Thus, their Kage is usually the strongest. Shinobi, being frowned upon by most of society as underhand assassins, can only wait until Kage to appoint cannot hold open political positions and can only have a small amount of NPCs. However, unlike Samurai, the location of your village isn’t known, and only Shinobi and Shinobi NPCs can sneak into Guarded castles (Samurai can only attack through open war).
Samurai Skills and Combat FAQ
1. Can I use swords? It’s not fair only Samurai can use swords!
Yes you can use swords, the only thing is that you cannot use Sword Skills like the Samurai, in the same way Samurai can use genjutsu, but mostly only in battle.
2. How do you gain ranks in Shinobi Society?
The Council of Shinobi, held constantly, is an international area where Chuunin and Jounin exams can be held. It’s not controlled by any village and was made so that nobody would have to give away their village’s location away by holding an exam.
3. I lead a clan. Doesn’t that make me at least equal in level to an ANBU?
No. Just because people are willing to follow you does not mean they do so because you are strong. They may just like you or they may just want to stab you in the back.
Villages, Castles and Leaders FAQ:
1. Does my Rank affect my skill?
No. As said before, just because people are willing to follow you doesn’t affect your skill level. However, you usually will get a bit stronger, since Kage are privy to secret Jutsu.
2. How does the Clan system work?
You can form a Clan as soon as you have 4 other Shinobi willing to follow you. Before that, you cannot have any NPC subordinates, and neither can your allies. Once you form a clan, though, you get 24 NPC Shinobi for yourself and 8 for every subordinate (at least 54 NPCs in all), though you can reorder and reorganize them yourself. You won’t get your own group, though.
3.When can I form a village?
When you have 14 Shinobi willing to follow you, you can create a Hidden Village. At that point, you will obtain 40 Shinobi for yourself and 10 for every one of your subordinates (at least 180 NPCs put together). You can appoint 1 Clan Leader’s Steward for every 5 subordinates, who can lead up to 4 other subordinates on missions or protect the village while you go on missions. Once you form a village, you are automatically a Kage. If over 50% of the total Kage pledge loyalty to you, you can become a Grand Kage.
4. As a ninja, can you turn against your village?
Sure. Zabuza did it (though he failed). You can choose to either rebel from the rank of Shinobi (though your chances are low) or as a Clan Leader’s Steward. At this point, you are automatically promoted to a Clan Leader, though your amount of soldiers won’t increase until after you win. If the Kage is elsewhere and all loyalists in the hidden village are ousted, then you can become the Kage. If you are on a mission when you choose to do this, you can abandon your mission and choose to attack your village.
5. How does the Shinobi System Work?
As a Shinobi, you can hire yourself out to Daimyo in order to fight the Daimyo’s enemies or gather information in exchange for NPCs, resources or otherwise. You can either send single subordinates or a Steward with 4 other subordinates. Usually, it’s better that you stay inside the village just in case someone tries to rise up against you while you’re gone. Shinobi are usually used to fight other Shinobi.
6. Can you visit or attack other Shinobi’s hidden villages?
No, since they’re hidden for a reason—so rivals don’t attack you while you’re gone. If a subordinate or a member of a village either becomes a missing-nin or surrenders to another samurai or shinobi, though, they can tell the enemy your hidden village’s location. This cannot be done with Captured NPCs. Once they know your location, they can attack you actively.
7. What is a Ninja Consulate and how does it help me?
If you are in a permanent partnership with a daimyo or Kazoku, you can request that he build a Consulate. Consulates double as backup hidden villages in that you can station either a steward and subordinates there or escape to it if your own hidden village is sacked. The only weakness is that it is open to anyone.
Running your Castle (Samurai)
Your castle, once you choose your location, will be given a set of stats that show how much money, resources and the like you have in comparison to everyone else. These will be influenced by the Geography of the area you chose. This is the format for the castle:
Name: (The name you want to name your castle.)
Affiliation: (If you are independent, this will simply be your name. If you are a Shizoku/Steward, then your affiliate will be your Kazoku or Daimyo.)
Population: (How many soldiers you can support at most. Usually, this is around 4,000)
Tax Income: (The amount, in terms of Ryo, that you will gain once a week. If you have a high population or are near a road, you will get more. The mean Tax Income is about 8,000 Ryo.)
Specialty: (The product your city specializes in. A city on the Plains will specialize in Horses. A City in a Forest will specialize in wood, a city near a river or coast will specialize in boatbuilding. A city near a road will specialize in Manufacturing. Nations on grassland will specialize in Food/Grain. Nations in the Desert will specialize in Deathstone (which neutralizes Chakra), and nations in the mountains will produce Heavy metal.)
Trade Income/Deficit (in peacetime, Trade Income will increase your Ryo by that amount along with Tax Income. In wartime, though, the trade income will invert into a negative number twice the amount of the income. If you choose to make a trading city, you’ll have to take this into account.)
Training Cost: (The amount you have to spend in order to keep your soldiers and population in fighting order. The higher the population, the higher this is. This will list the amount needed to have an A-class Army, B-classed army, C-classed army or D-classed Army, with A being the strongest. Usually listed as Ryo/Soldier per week.)
Government FAQ
1. I got a nation with a small population! Now I’ll get less money! Am I screwed?
-Yes and no. You will never exceed your population limit, and your tax income will be relatively low—but there are other ways to get stronger. For one thing, your Training Cost will be a lot less expensive, and so it’s easy to have an A-classed army while using less of your tax income. Large nations will have to pay a lot more to have a strong army, and so if your soldiers are A’s and your opponent is made out of B’s, then your smaller army will still win.
2. What does the Specialty do?
-The Specialty area lists areas where your city excels. These specialties you will never run out of. A city that specializes in Food will never go hungry. A nation that specializes in Horses will not have to buy Horses. You also have the ability to sell or export to other cities that want these goods. For example, for a regular city to want a trading fleet, you’ll have to pay a Coastal or River nation a given amount every month in order to be able to have a naval fleet. Don’t overcharge, though, or else you’ll be outperformed by other villages like you. Other goods are explained in the Special Commodity Section.
3. So War is like one big-ass game of Risk?
-No, not at all. Rping is still the major part. While you can command your forces, you still have to fight enemy samurai and ninja who get in your way—if you leave them alone, they’ll carve your NPCs into pieces soon. The soldier ratings are simply so that you can’t say your soldiers are “mad strong” and tear apart an enemy 10x your size.
4. I’m just a subordinate general…how do I get money?
-Well, obviously, you get paid. As a Samurai working for your lord and leading troops for your lord, your lord also has the duty of paying you—if you don’t like what he’s paying you, you can always quit or rebel.
Running your Village (Shinobi)
Shinobi Villages run a little differently from Castles. Since everyone in the village is in your clan, you don’t have a Tax Income, and you don’t really have any specialties. Your population limit is also smaller, reflecting the fewer NPCs that Ninja have. Because your village is hidden, you don’t have Trade Incomes and Deficits—and yet you still have Training Cost. Therefore, the only way you can keep your ninja strong is to hire yourself out to Samurai and Daimyo. Don’t be afraid to abandon a low-paying samurai for a higher-paying one.
Name: (The name you want to name your village, usually “village hidden in the ____”.)
Population: (How many soldiers you can support at most. Usually, this is around 800)
Training Cost: (The amount you have to spend in order to keep your Ninja and population in fighting order. The higher the population, the higher this is. This will list the amount needed to have an A-class Army, B-classed army, C-classed army or D-classed Army, with A being the strongest. Usually listed as Ryo/Shinobi per week.)
Village FAQ
1. I think hiring myself out to the highest bidder is dishonorable! Are there other ways to earn money?
-You shouldn’t have been a Shinobi then, but yes, you can get money other ways. If you make a consulate agreement with a daimyo and station your ninja in the consulate, then every week during Tax day, the Daimyo will have to pay you a given percentage of his earnings (with a higher percentage for wars that your ninja participate in). You can also hunt down missing-nin from other villages for their Bounties, actively attack a castle (you will, as long as you control it, become the daimyo of the castle and reap all benefits and liabilities). You can also rob a castle (which will give you half of the benefits from the Daimyo’s weekly tax day at no cost, though the daimyo won’t be happy about it for sure.)
2. Can a Shinobi village get special units?
-Indirectly. You can, by having a consulate agreement with a Kazoku/Noble, ask for special units from the Kazoku instead of money. These soldiers can either come from a Kazoku’s foreign ally or the Kazoku’s village. They don’t come with a Training Cost, but they WILL be, as Mercenaries, count as 2 soldiers per actual soldier on your population limit.
3. How do Shinobi fight wars?
-Only Shinobi can attack enemy Daimyo in their cities without surrounding it, and they can be used to eavesdrop. In Open battle, though, they’re far from worthless, Shinobi being able to loop behind opponents and attack commanding officers who might otherwise want to stay out of the fight (unlike regular soldiers, who are fairly easy to see and cannot move while in an Ambush).
Ranks:
Skillwise: Genin -> Chuunin -> Jounin -> ANBU
RankwiseShinobi -> (Clan Leader’s Steward) -> Clan Leader -> Kage -> Grand Kage
Info:
Shinobi are the dark side of society, war and politics. Stealthy and hidden the Shinobi live on the terms of strength, unlike the hereditary nature of many Samurai Feudal Lord positions. Thus, their Kage is usually the strongest. Shinobi, being frowned upon by most of society as underhand assassins, can only wait until Kage to appoint cannot hold open political positions and can only have a small amount of NPCs. However, unlike Samurai, the location of your village isn’t known, and only Shinobi and Shinobi NPCs can sneak into Guarded castles (Samurai can only attack through open war).
Samurai Skills and Combat FAQ
1. Can I use swords? It’s not fair only Samurai can use swords!
Yes you can use swords, the only thing is that you cannot use Sword Skills like the Samurai, in the same way Samurai can use genjutsu, but mostly only in battle.
2. How do you gain ranks in Shinobi Society?
The Council of Shinobi, held constantly, is an international area where Chuunin and Jounin exams can be held. It’s not controlled by any village and was made so that nobody would have to give away their village’s location away by holding an exam.
3. I lead a clan. Doesn’t that make me at least equal in level to an ANBU?
No. Just because people are willing to follow you does not mean they do so because you are strong. They may just like you or they may just want to stab you in the back.
Villages, Castles and Leaders FAQ:
1. Does my Rank affect my skill?
No. As said before, just because people are willing to follow you doesn’t affect your skill level. However, you usually will get a bit stronger, since Kage are privy to secret Jutsu.
2. How does the Clan system work?
You can form a Clan as soon as you have 4 other Shinobi willing to follow you. Before that, you cannot have any NPC subordinates, and neither can your allies. Once you form a clan, though, you get 24 NPC Shinobi for yourself and 8 for every subordinate (at least 54 NPCs in all), though you can reorder and reorganize them yourself. You won’t get your own group, though.
3.When can I form a village?
When you have 14 Shinobi willing to follow you, you can create a Hidden Village. At that point, you will obtain 40 Shinobi for yourself and 10 for every one of your subordinates (at least 180 NPCs put together). You can appoint 1 Clan Leader’s Steward for every 5 subordinates, who can lead up to 4 other subordinates on missions or protect the village while you go on missions. Once you form a village, you are automatically a Kage. If over 50% of the total Kage pledge loyalty to you, you can become a Grand Kage.
4. As a ninja, can you turn against your village?
Sure. Zabuza did it (though he failed). You can choose to either rebel from the rank of Shinobi (though your chances are low) or as a Clan Leader’s Steward. At this point, you are automatically promoted to a Clan Leader, though your amount of soldiers won’t increase until after you win. If the Kage is elsewhere and all loyalists in the hidden village are ousted, then you can become the Kage. If you are on a mission when you choose to do this, you can abandon your mission and choose to attack your village.
5. How does the Shinobi System Work?
As a Shinobi, you can hire yourself out to Daimyo in order to fight the Daimyo’s enemies or gather information in exchange for NPCs, resources or otherwise. You can either send single subordinates or a Steward with 4 other subordinates. Usually, it’s better that you stay inside the village just in case someone tries to rise up against you while you’re gone. Shinobi are usually used to fight other Shinobi.
6. Can you visit or attack other Shinobi’s hidden villages?
No, since they’re hidden for a reason—so rivals don’t attack you while you’re gone. If a subordinate or a member of a village either becomes a missing-nin or surrenders to another samurai or shinobi, though, they can tell the enemy your hidden village’s location. This cannot be done with Captured NPCs. Once they know your location, they can attack you actively.
7. What is a Ninja Consulate and how does it help me?
If you are in a permanent partnership with a daimyo or Kazoku, you can request that he build a Consulate. Consulates double as backup hidden villages in that you can station either a steward and subordinates there or escape to it if your own hidden village is sacked. The only weakness is that it is open to anyone.
Running your Castle (Samurai)
Your castle, once you choose your location, will be given a set of stats that show how much money, resources and the like you have in comparison to everyone else. These will be influenced by the Geography of the area you chose. This is the format for the castle:
Name: (The name you want to name your castle.)
Affiliation: (If you are independent, this will simply be your name. If you are a Shizoku/Steward, then your affiliate will be your Kazoku or Daimyo.)
Population: (How many soldiers you can support at most. Usually, this is around 4,000)
Tax Income: (The amount, in terms of Ryo, that you will gain once a week. If you have a high population or are near a road, you will get more. The mean Tax Income is about 8,000 Ryo.)
Specialty: (The product your city specializes in. A city on the Plains will specialize in Horses. A City in a Forest will specialize in wood, a city near a river or coast will specialize in boatbuilding. A city near a road will specialize in Manufacturing. Nations on grassland will specialize in Food/Grain. Nations in the Desert will specialize in Deathstone (which neutralizes Chakra), and nations in the mountains will produce Heavy metal.)
Trade Income/Deficit (in peacetime, Trade Income will increase your Ryo by that amount along with Tax Income. In wartime, though, the trade income will invert into a negative number twice the amount of the income. If you choose to make a trading city, you’ll have to take this into account.)
Training Cost: (The amount you have to spend in order to keep your soldiers and population in fighting order. The higher the population, the higher this is. This will list the amount needed to have an A-class Army, B-classed army, C-classed army or D-classed Army, with A being the strongest. Usually listed as Ryo/Soldier per week.)
Government FAQ
1. I got a nation with a small population! Now I’ll get less money! Am I screwed?
-Yes and no. You will never exceed your population limit, and your tax income will be relatively low—but there are other ways to get stronger. For one thing, your Training Cost will be a lot less expensive, and so it’s easy to have an A-classed army while using less of your tax income. Large nations will have to pay a lot more to have a strong army, and so if your soldiers are A’s and your opponent is made out of B’s, then your smaller army will still win.
2. What does the Specialty do?
-The Specialty area lists areas where your city excels. These specialties you will never run out of. A city that specializes in Food will never go hungry. A nation that specializes in Horses will not have to buy Horses. You also have the ability to sell or export to other cities that want these goods. For example, for a regular city to want a trading fleet, you’ll have to pay a Coastal or River nation a given amount every month in order to be able to have a naval fleet. Don’t overcharge, though, or else you’ll be outperformed by other villages like you. Other goods are explained in the Special Commodity Section.
3. So War is like one big-ass game of Risk?
-No, not at all. Rping is still the major part. While you can command your forces, you still have to fight enemy samurai and ninja who get in your way—if you leave them alone, they’ll carve your NPCs into pieces soon. The soldier ratings are simply so that you can’t say your soldiers are “mad strong” and tear apart an enemy 10x your size.
4. I’m just a subordinate general…how do I get money?
-Well, obviously, you get paid. As a Samurai working for your lord and leading troops for your lord, your lord also has the duty of paying you—if you don’t like what he’s paying you, you can always quit or rebel.
Running your Village (Shinobi)
Shinobi Villages run a little differently from Castles. Since everyone in the village is in your clan, you don’t have a Tax Income, and you don’t really have any specialties. Your population limit is also smaller, reflecting the fewer NPCs that Ninja have. Because your village is hidden, you don’t have Trade Incomes and Deficits—and yet you still have Training Cost. Therefore, the only way you can keep your ninja strong is to hire yourself out to Samurai and Daimyo. Don’t be afraid to abandon a low-paying samurai for a higher-paying one.
Name: (The name you want to name your village, usually “village hidden in the ____”.)
Population: (How many soldiers you can support at most. Usually, this is around 800)
Training Cost: (The amount you have to spend in order to keep your Ninja and population in fighting order. The higher the population, the higher this is. This will list the amount needed to have an A-class Army, B-classed army, C-classed army or D-classed Army, with A being the strongest. Usually listed as Ryo/Shinobi per week.)
Village FAQ
1. I think hiring myself out to the highest bidder is dishonorable! Are there other ways to earn money?
-You shouldn’t have been a Shinobi then, but yes, you can get money other ways. If you make a consulate agreement with a daimyo and station your ninja in the consulate, then every week during Tax day, the Daimyo will have to pay you a given percentage of his earnings (with a higher percentage for wars that your ninja participate in). You can also hunt down missing-nin from other villages for their Bounties, actively attack a castle (you will, as long as you control it, become the daimyo of the castle and reap all benefits and liabilities). You can also rob a castle (which will give you half of the benefits from the Daimyo’s weekly tax day at no cost, though the daimyo won’t be happy about it for sure.)
2. Can a Shinobi village get special units?
-Indirectly. You can, by having a consulate agreement with a Kazoku/Noble, ask for special units from the Kazoku instead of money. These soldiers can either come from a Kazoku’s foreign ally or the Kazoku’s village. They don’t come with a Training Cost, but they WILL be, as Mercenaries, count as 2 soldiers per actual soldier on your population limit.
3. How do Shinobi fight wars?
-Only Shinobi can attack enemy Daimyo in their cities without surrounding it, and they can be used to eavesdrop. In Open battle, though, they’re far from worthless, Shinobi being able to loop behind opponents and attack commanding officers who might otherwise want to stay out of the fight (unlike regular soldiers, who are fairly easy to see and cannot move while in an Ambush).
Last edited by Kuruni on Thu May 14, 2009 7:32 pm; edited 1 time in total

Kuruni- Admin
- Join date: 2009-05-01
Posts: 63
Age: 16
Alliegence: Independent
Rank/Style: Jounin
Special Weapons: Pata

Re: A Basic Guide to this Site
Foreign Allies List
Name: Ainu Republics
Requirements: none
Cost per week (Ryo): 0 Ryo/Week
Description: Cost nothing to support, but grant no abilities.
Special Ability: None
Special Unit:
-Evenkuruga (150 Ryo/Unit): Ainu from the South who function as Samurai but have the ability Pinpoint Breakthrough (can charge through empty areas in seconds and pierce defensive lines.)
Name: Clans of the Forests
Requirements: Must have castle near forests.
Cost per week (Ryo): 800 Ryo/Week
Description: The Hakura, Hakase, Hakurei and Hisui clans that usually dwell in the forests. They have a large variety of special units, most of which are unfortunately extremely expensive.
Special Ability: Regular Units can move through forests without being seen like Shinobi.
Special Unit:
-Hakurei Reinforcer (3,000 Ryo/unit): An elder Hakurei specializing in Mental Strengthening through Battle Meditation. Despite its cost, Hakurei can (as long as they aren’t occupied and are on the battlefield) boost allied NPCs’ strength by one rank or cause enemy NPCs to panic abruptly, giving your allies time to regroup. The Hakurei Reinforcer has no combat abilities, though.
-Forest Ranger (120 Ryo/Unit): Hakura specializing in using the forest to his advantage. Forest Rangers are essentially weak Shinobi who can use trees to create natural barriers, trap opponents or surprise attack opponents.
-Hakase Demon Manipulator (4,000 Ryo/Unit): A single adult Hakase who has bonded his soul to a demon or powerful spirit used for combat purposes. Has massive attack and defense, but weak against Anti-Spirit units.
-Hisui Irregulars (100 Ryo/Unit): Hisui who can change into animals. Usually bought in batches of one type of animal for various purposes (dogs for tracking, wolves for combat, birds for reconnaissance, etc.)
Name: Merchant’s League
Requirements: Must have at least one castle specializing in Trade.
Cost per week (Ryo): 5,000 Ryo/week.
Description: A group of merchants from the Great Sea. They have no special unit, but their ability is certainly formidable.
Special Ability: Bestows the trade profit/deficit from your capitol (the original city where you contracted the Merchant’s League) on every single one of your castles, even if it’s not near a road. The Deficit Penalty is reduced to only 1x your regular profit. Best used when you have a lot of castles.
Special Unit: None
Name: Holy Church
Requirements: none
Cost per week (Ryo): 400 Ryo/week for each Church.
Description: A medium-priced Ally that will refill your Special Units on the weekly tax day (though there’s a limit for numbers). The more Churches you build, the more you’ll have to pay each week, but also the higher the Church Army you’ll obtain.
Special Ability: Papal Protection: Any Special Units lost during the week will be replenished on Tax Day (every Saturday), though there is a limit on the maximum special units you may have.
Special Unit:
-Swiss Guard (Limit 20/Church): Heavy Infantry who automatically fight as an A-classed unit, regardless of how strong the rest of your army is.
-Bishop (Limit 1/Church): Healing unit that increases the strength of all church forces around it by half a class (an A-classed unit will become A+).
-Executor (Limit 4/Church): Exorcists employed by the Church who function as an Anti-Spirit Unit.
Name: Shan Guo
Requirements: None
Cost per week (Ryo): 3,000 Ryo/Week
Description: Fairly Expensive nation hidden in the mountains of the Continent of Feather, Shan Guo forces give your NPCs a bonus in mountain and snow combat. Also allows your soldiers to use Repeating Crossbows.
Special Ability: Repeating Crossbows: Your soldiers can use Chu Ke Nu, crossbows that can fire an arrow once every two seconds nonstop, allowing your forces to fire massive amounts of bolts at the enemy, though its accuracy and range is badly affected.
Beiping Mountain Combat: Your soldiers gain half a rank in either the snow or in the mountains.
Special Unit:
-Arquebusier (100 Ryo/Unit): A soldier armed with a rudimentary musket that fires deathstone bullets, giving it the function of an Anti-spirit unit with the ability to pierce ninjutsu defenses.
-Royal Guard (300 Ryo/Unit): A regular soldier whose elite training allows him to fight as an A+-classed unit regardless of the strength of your army.
Name: Xihan
Requirements: None
Cost per week (Ryo): 3,500 Ryo/Week
Description: Expensive nation of mounted nomads which will give you the ability to manufacture Horses as a specialty along with your regular specialty.
Special Ability: Enhanced Grazing: Horses is added as one of your castle specialties in one city. Your regular soldiers become cavalry (which can move quickly and gains the Breakthrough ability, allowing them to slam through lines).
Special Unit:
-Sacaean Nomad (100 Ryo/Unit): A mounted unit that can double as a scout. Nomads can move quickly but also fight on foot at a level on par with the rest of your army.
Name: Snow
Requirements: Must have castle near forests.
Cost per week (Ryo): 2,200 Ryo/Week
Description:Mid-priced shinobi from the nation of snow who sell extraordinarily expensive regular units.
Special Ability: Railroad Transport: Every castle owned by you that’s not surrounded will have the specialties of all your other castles.
Special Unit:
-Railroad Volley Gun (12,000 Ryo, limited to 1): A railroad car that can only be used in defense of your castle, the Railroad Volley Gun mounts a fully automatic Volley Gun that can shred an enemy army in moments. Its only weakness is its lack of maneuverability.
-Volley Gunner (800 Ryo/Unit): A soldier using a light handheld volley gun armed with exploding tags. Powerful but slow and unprotected siege unit.
-War Wagon (1200 Ryo/Unit): A truck armed with a light volley gun armed with Kunai (nonexplosive) for antipersonnel purposes. Can transport units inside to move vast distances and is heavily armored.
Name: Albion
Requirements: None
Cost per week (Ryo): 5400 Ryo/Dreadnought/week
Description: Similar to the Church, Albion (Temujin’s home continent in the 2nd Naruto Movie) sends shipments over in the form of Dreadnoughts, massive moving fortresses that will automatically replenish units at the end of every week. However, Dreadnoughts are also extremely expensive to maintain…
Special Ability: Gelel Regeneration: Your Albion forces will regenerate at the end of every week.
Special Unit:
-Dreadnought (1 per dreadnought, duh): unlike the Church, the Dreadnought itself can be a weapon for the user. A Dreadnought has a massive amount of catapults and artillery from the south capable of attacking even castles themselves. However, attacks from underneath will do heavy damage.
-Gelel Armor (25/Dreadnought): An armor frame capable of combat, Gelel Armors are relatively unintelligent and can be slow when moving long distances, but they are also highly resilient and can take a lot of damage.
Name: Hueco Mundo
Requirements: None
Cost per week (Ryo): 1-Time use only, 12,000 Ryo/Use
Description: Mercenary Menos from Hueco Mundo who can immediately be summoned even behind enemy lines for extraordinary effect. Powerful anti-spirit units but also weak against spirits.
Special Ability: Garganta – Can appear behind enemy lines.
Special Unit:
-Adjuchas (1 per purchase) – a menos with some measure of intelligence and the ability to fight a fairly large army provided the army doesn’t have anti-spirit forces, and even against those can do fairly well.
-Menos Grande (4 per purchase) – Heavy-duty hollows with a massive amount of power and can survive even multiple hits from anti-spirit weapons. They need it considering their lack of intelligence and slow speed.
Name: Soul Society
Requirements: Must not have summoned Hollows
Cost per week (Ryo): 1 – Time use only, 6,000 Ryo/Use
Description: A unit of minor Shinigami who can do a lot of damage to spiritual bodies but will not attack anyone else. Like Hollows, they can appear behind enemy lines.
Special Ability: Senkaimon – Can appear anywhere on the battlefield
Special Unit:
-Shinigami Seated Officer (3 per Purchase): Miscellaneous Seated officer of variable level who has attained Shikai. Each individual one cannot fight an Adjuchas, but combined can probably beat it.
-Shinigami Regulars (12 per purchase): Weak Shinigami whose actual ability is not much better than a regular soldier. They are Anti-Spirit Weapons only.
Building an Army, Fighting a War
One thing that should be known before we begin is that, simply, wars are not cheap or quick. It takes a lot of time and even more money to put together a 1st-class army. The first basic step is putting together an army.
Building an Army
Overall, there are two types of army: A Standing Army and a Militia. Standing Armies can be used for offense and defense, but you will have to pay a weekly Training Cost. Standing Armies always start out at C-class, no matter how much you pay. If you pay a B-class wage to the C-class, it will become a B-class in one week while the army trains itself with newer weapons. If you pay an A-class wage to C-class, though, it will still go to B-class in one week and A after two weeks. Thus, A-class soldiers take a lot of time and money, so don’t overuse them. A Militia can only be used for defense and can be put together in an instant, kind of like Minutemen. Once an enemy attacks, though, you can immediately raise the equivalent of an A-class training cost to immediately bring up the army (you must do this every time you build up a militia). The advantage are that A) that you don’t have to pay weekly fees and B) it can be created in a moment, but the disadvantages are many. First, a militia, after you win the war, will immediately disband, and if someone attacks you again, you will have to raise a second Militia. If you get attacked a lot, you’ll soon go bankrupt! Moreover, even you paid the equivalent of an A-class, you will still only get a B-class Militia. If you pay a B-class training Fee, you’ll only get a C-class Militia, and paying for a C will simply get you a D.
Purchasing Troops:
Purchasing troops is very simple. Once you start paying training costs for a soldier, then that soldier exists. Special Units from Foreign Allies or from daimyo (including yourself) cost a higher purchasing cost but only a regular training cost from that point after. These troops are Ashigaru, basic foot soldiers capable of using any range of weapons including bows, crossbow, Naginata, spears, swords, axes or other types of traditional weaponry (the list will be below). Oddities such as Tiger Claws or whips, though, must be limited to Special Units. Your commanders (Non-NPC Subordinates) automatically ride horses, but your Ashigaru can only ride horses if you but them from a nation that produces horses. If your nation produces horses, you can generate horses at the production cost (usually fairly low) and sell it for a profit to other nations. If you buy horses, you’ll need to pay a weekly fee to maintain these horses and Cavalry forces. Mounted troops are stronger, move faster and tire out less easily, making them an improvement over regular soldiers, while if you want, they can dismout and fight as their original classes. You can purchase troops at any time, but, as stated before, you will need a full week before they rank up in strength. You do NOT want to mix veteran units with recruits, because if you put an A-class army with a C-class army, the average is produced (a B-class army), weakening your veterans as a whole. While this may be what some people want, it may also be better to divide your veterans and regulars into separate divisions.
Name: Ainu Republics
Requirements: none
Cost per week (Ryo): 0 Ryo/Week
Description: Cost nothing to support, but grant no abilities.
Special Ability: None
Special Unit:
-Evenkuruga (150 Ryo/Unit): Ainu from the South who function as Samurai but have the ability Pinpoint Breakthrough (can charge through empty areas in seconds and pierce defensive lines.)
Name: Clans of the Forests
Requirements: Must have castle near forests.
Cost per week (Ryo): 800 Ryo/Week
Description: The Hakura, Hakase, Hakurei and Hisui clans that usually dwell in the forests. They have a large variety of special units, most of which are unfortunately extremely expensive.
Special Ability: Regular Units can move through forests without being seen like Shinobi.
Special Unit:
-Hakurei Reinforcer (3,000 Ryo/unit): An elder Hakurei specializing in Mental Strengthening through Battle Meditation. Despite its cost, Hakurei can (as long as they aren’t occupied and are on the battlefield) boost allied NPCs’ strength by one rank or cause enemy NPCs to panic abruptly, giving your allies time to regroup. The Hakurei Reinforcer has no combat abilities, though.
-Forest Ranger (120 Ryo/Unit): Hakura specializing in using the forest to his advantage. Forest Rangers are essentially weak Shinobi who can use trees to create natural barriers, trap opponents or surprise attack opponents.
-Hakase Demon Manipulator (4,000 Ryo/Unit): A single adult Hakase who has bonded his soul to a demon or powerful spirit used for combat purposes. Has massive attack and defense, but weak against Anti-Spirit units.
-Hisui Irregulars (100 Ryo/Unit): Hisui who can change into animals. Usually bought in batches of one type of animal for various purposes (dogs for tracking, wolves for combat, birds for reconnaissance, etc.)
Name: Merchant’s League
Requirements: Must have at least one castle specializing in Trade.
Cost per week (Ryo): 5,000 Ryo/week.
Description: A group of merchants from the Great Sea. They have no special unit, but their ability is certainly formidable.
Special Ability: Bestows the trade profit/deficit from your capitol (the original city where you contracted the Merchant’s League) on every single one of your castles, even if it’s not near a road. The Deficit Penalty is reduced to only 1x your regular profit. Best used when you have a lot of castles.
Special Unit: None
Name: Holy Church
Requirements: none
Cost per week (Ryo): 400 Ryo/week for each Church.
Description: A medium-priced Ally that will refill your Special Units on the weekly tax day (though there’s a limit for numbers). The more Churches you build, the more you’ll have to pay each week, but also the higher the Church Army you’ll obtain.
Special Ability: Papal Protection: Any Special Units lost during the week will be replenished on Tax Day (every Saturday), though there is a limit on the maximum special units you may have.
Special Unit:
-Swiss Guard (Limit 20/Church): Heavy Infantry who automatically fight as an A-classed unit, regardless of how strong the rest of your army is.
-Bishop (Limit 1/Church): Healing unit that increases the strength of all church forces around it by half a class (an A-classed unit will become A+).
-Executor (Limit 4/Church): Exorcists employed by the Church who function as an Anti-Spirit Unit.
Name: Shan Guo
Requirements: None
Cost per week (Ryo): 3,000 Ryo/Week
Description: Fairly Expensive nation hidden in the mountains of the Continent of Feather, Shan Guo forces give your NPCs a bonus in mountain and snow combat. Also allows your soldiers to use Repeating Crossbows.
Special Ability: Repeating Crossbows: Your soldiers can use Chu Ke Nu, crossbows that can fire an arrow once every two seconds nonstop, allowing your forces to fire massive amounts of bolts at the enemy, though its accuracy and range is badly affected.
Beiping Mountain Combat: Your soldiers gain half a rank in either the snow or in the mountains.
Special Unit:
-Arquebusier (100 Ryo/Unit): A soldier armed with a rudimentary musket that fires deathstone bullets, giving it the function of an Anti-spirit unit with the ability to pierce ninjutsu defenses.
-Royal Guard (300 Ryo/Unit): A regular soldier whose elite training allows him to fight as an A+-classed unit regardless of the strength of your army.
Name: Xihan
Requirements: None
Cost per week (Ryo): 3,500 Ryo/Week
Description: Expensive nation of mounted nomads which will give you the ability to manufacture Horses as a specialty along with your regular specialty.
Special Ability: Enhanced Grazing: Horses is added as one of your castle specialties in one city. Your regular soldiers become cavalry (which can move quickly and gains the Breakthrough ability, allowing them to slam through lines).
Special Unit:
-Sacaean Nomad (100 Ryo/Unit): A mounted unit that can double as a scout. Nomads can move quickly but also fight on foot at a level on par with the rest of your army.
Name: Snow
Requirements: Must have castle near forests.
Cost per week (Ryo): 2,200 Ryo/Week
Description:Mid-priced shinobi from the nation of snow who sell extraordinarily expensive regular units.
Special Ability: Railroad Transport: Every castle owned by you that’s not surrounded will have the specialties of all your other castles.
Special Unit:
-Railroad Volley Gun (12,000 Ryo, limited to 1): A railroad car that can only be used in defense of your castle, the Railroad Volley Gun mounts a fully automatic Volley Gun that can shred an enemy army in moments. Its only weakness is its lack of maneuverability.
-Volley Gunner (800 Ryo/Unit): A soldier using a light handheld volley gun armed with exploding tags. Powerful but slow and unprotected siege unit.
-War Wagon (1200 Ryo/Unit): A truck armed with a light volley gun armed with Kunai (nonexplosive) for antipersonnel purposes. Can transport units inside to move vast distances and is heavily armored.
Name: Albion
Requirements: None
Cost per week (Ryo): 5400 Ryo/Dreadnought/week
Description: Similar to the Church, Albion (Temujin’s home continent in the 2nd Naruto Movie) sends shipments over in the form of Dreadnoughts, massive moving fortresses that will automatically replenish units at the end of every week. However, Dreadnoughts are also extremely expensive to maintain…
Special Ability: Gelel Regeneration: Your Albion forces will regenerate at the end of every week.
Special Unit:
-Dreadnought (1 per dreadnought, duh): unlike the Church, the Dreadnought itself can be a weapon for the user. A Dreadnought has a massive amount of catapults and artillery from the south capable of attacking even castles themselves. However, attacks from underneath will do heavy damage.
-Gelel Armor (25/Dreadnought): An armor frame capable of combat, Gelel Armors are relatively unintelligent and can be slow when moving long distances, but they are also highly resilient and can take a lot of damage.
Name: Hueco Mundo
Requirements: None
Cost per week (Ryo): 1-Time use only, 12,000 Ryo/Use
Description: Mercenary Menos from Hueco Mundo who can immediately be summoned even behind enemy lines for extraordinary effect. Powerful anti-spirit units but also weak against spirits.
Special Ability: Garganta – Can appear behind enemy lines.
Special Unit:
-Adjuchas (1 per purchase) – a menos with some measure of intelligence and the ability to fight a fairly large army provided the army doesn’t have anti-spirit forces, and even against those can do fairly well.
-Menos Grande (4 per purchase) – Heavy-duty hollows with a massive amount of power and can survive even multiple hits from anti-spirit weapons. They need it considering their lack of intelligence and slow speed.
Name: Soul Society
Requirements: Must not have summoned Hollows
Cost per week (Ryo): 1 – Time use only, 6,000 Ryo/Use
Description: A unit of minor Shinigami who can do a lot of damage to spiritual bodies but will not attack anyone else. Like Hollows, they can appear behind enemy lines.
Special Ability: Senkaimon – Can appear anywhere on the battlefield
Special Unit:
-Shinigami Seated Officer (3 per Purchase): Miscellaneous Seated officer of variable level who has attained Shikai. Each individual one cannot fight an Adjuchas, but combined can probably beat it.
-Shinigami Regulars (12 per purchase): Weak Shinigami whose actual ability is not much better than a regular soldier. They are Anti-Spirit Weapons only.
Building an Army, Fighting a War
One thing that should be known before we begin is that, simply, wars are not cheap or quick. It takes a lot of time and even more money to put together a 1st-class army. The first basic step is putting together an army.
Building an Army
Overall, there are two types of army: A Standing Army and a Militia. Standing Armies can be used for offense and defense, but you will have to pay a weekly Training Cost. Standing Armies always start out at C-class, no matter how much you pay. If you pay a B-class wage to the C-class, it will become a B-class in one week while the army trains itself with newer weapons. If you pay an A-class wage to C-class, though, it will still go to B-class in one week and A after two weeks. Thus, A-class soldiers take a lot of time and money, so don’t overuse them. A Militia can only be used for defense and can be put together in an instant, kind of like Minutemen. Once an enemy attacks, though, you can immediately raise the equivalent of an A-class training cost to immediately bring up the army (you must do this every time you build up a militia). The advantage are that A) that you don’t have to pay weekly fees and B) it can be created in a moment, but the disadvantages are many. First, a militia, after you win the war, will immediately disband, and if someone attacks you again, you will have to raise a second Militia. If you get attacked a lot, you’ll soon go bankrupt! Moreover, even you paid the equivalent of an A-class, you will still only get a B-class Militia. If you pay a B-class training Fee, you’ll only get a C-class Militia, and paying for a C will simply get you a D.
Purchasing Troops:
Purchasing troops is very simple. Once you start paying training costs for a soldier, then that soldier exists. Special Units from Foreign Allies or from daimyo (including yourself) cost a higher purchasing cost but only a regular training cost from that point after. These troops are Ashigaru, basic foot soldiers capable of using any range of weapons including bows, crossbow, Naginata, spears, swords, axes or other types of traditional weaponry (the list will be below). Oddities such as Tiger Claws or whips, though, must be limited to Special Units. Your commanders (Non-NPC Subordinates) automatically ride horses, but your Ashigaru can only ride horses if you but them from a nation that produces horses. If your nation produces horses, you can generate horses at the production cost (usually fairly low) and sell it for a profit to other nations. If you buy horses, you’ll need to pay a weekly fee to maintain these horses and Cavalry forces. Mounted troops are stronger, move faster and tire out less easily, making them an improvement over regular soldiers, while if you want, they can dismout and fight as their original classes. You can purchase troops at any time, but, as stated before, you will need a full week before they rank up in strength. You do NOT want to mix veteran units with recruits, because if you put an A-class army with a C-class army, the average is produced (a B-class army), weakening your veterans as a whole. While this may be what some people want, it may also be better to divide your veterans and regulars into separate divisions.

Kuruni- Admin
- Join date: 2009-05-01
Posts: 63
Age: 16
Alliegence: Independent
Rank/Style: Jounin
Special Weapons: Pata

Re: A Basic Guide to this Site
Types of Foot Ashigaru:
-Mixed Ashigaru: Ashigaru who use any amount of weapons. No real strengths or weaknesses.
-Samurai Band: A-classed Ashigaru can become Samurai, who simply use a wide mix of weapons.
-Spear Ashigaru: Ashigaru who use spears, which do well against sword Ashigaru and Cavalry but are bad against Axe Ashigaru.
-Naginata Ashigaru: Ashigaru who use long halberds called Naginata. A-classed Ashigaru can use Naginata instead of spears. Naginatas are very good against cavalry but otherwise have the same strengths and weaknesses as Spear Ashigaru.
-Spear Samurai: A-classed Ashigaru can become Spear Samurai, which simply is an upgraded form of the Sword Ashigaru.
-Sword Ashigaru: Ashigaru who use katana. Good against axemen, but bad against spears and cavalry.
-Nodachi Ashigaru: A-classed sword Ashigaru can choose to use Nodachi, which are good against cavalry and spears, but a bit weaker against other swords.
-Sword Samurai: A-classed Ashigaru can become Sword Samurai, which simply is a far stronger version of the Sword Ashigaru.
-Axe Ashigaru: Ashigaru who use axes and hatchets. Great against spearmen, but not as good against more nimble swordsmen. They do alright against cavalry.
-Halberdier: A-classed Axe Ashigaru can choose to use Halberds, which do a lot of damage against cavalry but become even more susceptible to swords.
-Yamabushi: A-classed Axe Ashigaru can become Yamabushi, monks who use a heavy spiked mace in combat.
-Bow Ashigaru: Ashigaru who use short bows. Bow Ashigaru have weak armor and are bad in hand-to-hand fighting, but can shoot enemies from a distance. Be sure to back Bow Ashigaru up with regular soldiers.
-Crossbowmen: A-classed Ashigaru can elect to use Crossbows, which have longer range than either Longbows or Shortbows and can pierce armor at the cost of a low firing rate.
-Longbowmen: A-classed Ashigaru can elect to use longbows, which have a faster firing rate than the short bow and a longer range, though nowhere close to that of crossbows.
-Engineering Corps: Ashigaru with limited combat ability but who have the ability to construct bridges or build siege artillery on the spot. Useful for castle sieges.
Types of Mounted Ashigaru
-Mixed Cavalry: Cavalry that use bows, spears and swords.
-Mixed Samurai Cavalry: A-classed Mixed Cavalry.
-Lance Cavalry: Cavalry skilled in using Lances, Lance Cavalry can impale swordsmen from a long distance.
-Naginata Cavalry: A-classed Cavalry who use Naginata, allowing them to do heavy damage against other cavalry. However, they are not as efficient against regular soldiers.
-Sword Cavalry: Cavalry who use long cavalry sabers, good against axemen and Swordsmen.
-Mounted sword Samurai: Armored A-class Sword Cavalry who can take a lot of damage.
-Horse Archer: Cavalry who can shoot enemies from a distance before retreating. Their speed allows them to quickly move from place-to-place and to launch hit-and-run attacks.
-Cavalry Snipers: A-class Horse Archers who heft longbows, allowing them to shoot a massive amount of arrows in a relatively short time.
-Dragoon: A-classed Horse Archers who use crossbows, giving them a long range but only one shot, after which they function as sword cavalry.
Feeding Your Army
All people need to eat. Your soldiers are no exception. While you will never have to worry about feeding your own people normally, you DO have to feed your troops. Generally, one Unit of Grain (which is worth about 2 Ryo) can feed one soldier for four rounds, the equivalent to one day (Every officer in both army posts four times each). These can be purchased from nations that produce grain (nations in the grasslands). Do NOT expect, though, to never have to worry about food as a Grain-producing nation. You will still have to pay the international price (located on the homepage). Therefore, Grain-selling nations, remember to sell your grain at a higher price than the International Price so that you can afford stuff for yourself. Remember that you have the choice of attacking supply lines…
War:
When it comes down to fighting a war, there are some important things to remember before even starting a war. Firstly, it’s not a good idea to attack a castle far away from you. You will need to travel that distance with your army. If you lose and have to retreat, it will take the amount of turns it took you to get there (walking across a square is one turn, whether diagonally, horizontally, or vertically. Walking across a square with a road counts as half a turn). So, if you’re attacking a castle 14 turns and you need to retreat, it will take a full 14 turns before you can say you reached your castle, 14 turns in which your enemy can bushwhack you. Secondly, you should watch your back. If you can spare a subordinate, leave him in control of your castle with enough funds to raise a militia if somebody tries to attack your castle while you’re gone, or else you may find yourself a daimyo without a castle. Thirdly, you must state your troop strength and food supply. Before a battle, you should list this:
During the course of the battle, you can simply post a division order to post new orders to your troops if things go awry. Remember that your commanders are just as important as your troops—one who doesn’t obey you or is easily defeated in combat will be detrimental to your troops.
Financial Records
This being an RP forum and all, it is real easy to falsify records and suddenly appear with thousands of ryo or train A-classes in days. While I do trust most of you, there is a chance that someone will cheat, and so, for money purposes, I would like each daimyo to post their weekly budget on tax day, detailing all the money you’ve gained and what you’ve spent it on.
This way, it will be possible for we the admin to track down your business transactions and know you’re not doing anything odd.
-Mixed Ashigaru: Ashigaru who use any amount of weapons. No real strengths or weaknesses.
-Samurai Band: A-classed Ashigaru can become Samurai, who simply use a wide mix of weapons.
-Spear Ashigaru: Ashigaru who use spears, which do well against sword Ashigaru and Cavalry but are bad against Axe Ashigaru.
-Naginata Ashigaru: Ashigaru who use long halberds called Naginata. A-classed Ashigaru can use Naginata instead of spears. Naginatas are very good against cavalry but otherwise have the same strengths and weaknesses as Spear Ashigaru.
-Spear Samurai: A-classed Ashigaru can become Spear Samurai, which simply is an upgraded form of the Sword Ashigaru.
-Sword Ashigaru: Ashigaru who use katana. Good against axemen, but bad against spears and cavalry.
-Nodachi Ashigaru: A-classed sword Ashigaru can choose to use Nodachi, which are good against cavalry and spears, but a bit weaker against other swords.
-Sword Samurai: A-classed Ashigaru can become Sword Samurai, which simply is a far stronger version of the Sword Ashigaru.
-Axe Ashigaru: Ashigaru who use axes and hatchets. Great against spearmen, but not as good against more nimble swordsmen. They do alright against cavalry.
-Halberdier: A-classed Axe Ashigaru can choose to use Halberds, which do a lot of damage against cavalry but become even more susceptible to swords.
-Yamabushi: A-classed Axe Ashigaru can become Yamabushi, monks who use a heavy spiked mace in combat.
-Bow Ashigaru: Ashigaru who use short bows. Bow Ashigaru have weak armor and are bad in hand-to-hand fighting, but can shoot enemies from a distance. Be sure to back Bow Ashigaru up with regular soldiers.
-Crossbowmen: A-classed Ashigaru can elect to use Crossbows, which have longer range than either Longbows or Shortbows and can pierce armor at the cost of a low firing rate.
-Longbowmen: A-classed Ashigaru can elect to use longbows, which have a faster firing rate than the short bow and a longer range, though nowhere close to that of crossbows.
-Engineering Corps: Ashigaru with limited combat ability but who have the ability to construct bridges or build siege artillery on the spot. Useful for castle sieges.
Types of Mounted Ashigaru
-Mixed Cavalry: Cavalry that use bows, spears and swords.
-Mixed Samurai Cavalry: A-classed Mixed Cavalry.
-Lance Cavalry: Cavalry skilled in using Lances, Lance Cavalry can impale swordsmen from a long distance.
-Naginata Cavalry: A-classed Cavalry who use Naginata, allowing them to do heavy damage against other cavalry. However, they are not as efficient against regular soldiers.
-Sword Cavalry: Cavalry who use long cavalry sabers, good against axemen and Swordsmen.
-Mounted sword Samurai: Armored A-class Sword Cavalry who can take a lot of damage.
-Horse Archer: Cavalry who can shoot enemies from a distance before retreating. Their speed allows them to quickly move from place-to-place and to launch hit-and-run attacks.
-Cavalry Snipers: A-class Horse Archers who heft longbows, allowing them to shoot a massive amount of arrows in a relatively short time.
-Dragoon: A-classed Horse Archers who use crossbows, giving them a long range but only one shot, after which they function as sword cavalry.
Feeding Your Army
All people need to eat. Your soldiers are no exception. While you will never have to worry about feeding your own people normally, you DO have to feed your troops. Generally, one Unit of Grain (which is worth about 2 Ryo) can feed one soldier for four rounds, the equivalent to one day (Every officer in both army posts four times each). These can be purchased from nations that produce grain (nations in the grasslands). Do NOT expect, though, to never have to worry about food as a Grain-producing nation. You will still have to pay the international price (located on the homepage). Therefore, Grain-selling nations, remember to sell your grain at a higher price than the International Price so that you can afford stuff for yourself. Remember that you have the choice of attacking supply lines…
War:
When it comes down to fighting a war, there are some important things to remember before even starting a war. Firstly, it’s not a good idea to attack a castle far away from you. You will need to travel that distance with your army. If you lose and have to retreat, it will take the amount of turns it took you to get there (walking across a square is one turn, whether diagonally, horizontally, or vertically. Walking across a square with a road counts as half a turn). So, if you’re attacking a castle 14 turns and you need to retreat, it will take a full 14 turns before you can say you reached your castle, 14 turns in which your enemy can bushwhack you. Secondly, you should watch your back. If you can spare a subordinate, leave him in control of your castle with enough funds to raise a militia if somebody tries to attack your castle while you’re gone, or else you may find yourself a daimyo without a castle. Thirdly, you must state your troop strength and food supply. Before a battle, you should list this:
Commander: Totoyomi Hideyoshi (The name of the person giving the commands)
Subcommander: (Optional, somebody who can take over if you’re fighting a battle)
Total Forces: 3,400 (The Total amount of forces you have in your command).
Total Grain: 10,200 (The Total Grain you have. As it is, you can last for 12 turns before you will have to withdraw)
Generals: Oda Nobunaga, Tokugawa Ieyasu, Masado Kichiro, Musashi Yamamoto (The amount of Subordinates you have)
Division Name: 21st Division, Rabbit Army (The name of the army your subordinate is leading)
CO: Masado Kichiro (The name of the officer in command).
Total Troop Strength: 740 (The total amount of troops in the division)
Troop Composition: (The troops that make up this division)
-300 Mixed Ashigaru, B-class
-400 Militia, C-class
-40 Swiss Guard , A-class
Orders: Flank Enemy Defensive Line and then dig in until reinforcements arrive.
Division Name: 3rd division, Tiger Army
CO: Oda Nobunaga
Total Troop Strength: 700
Troop Composition:
-700 Mounted Naginata, A-class
Orders: Defend against Cavalry Raids on the 21st Division.
Division Name: 10th Division, Dragon Army CO: Totoyomi Hideyoshi
Total Troop Strength: 400,
Troop Composition: (The troops that make up this division)
-400 Crossbow Ashigaru, B-class
-600 Spear Ashigaru, B-class
-160 Swiss Guard , A-class
-Supply Train 10,200 Units of Food
Orders: Defend Castle and protect supply lines.
Division Name: 4th Division, Snake Army
CO: Musashi Yamamoto
Total Troop Strength: ????? (“???” means that your troops are deployed, but because of secret orders, you can’t say how much. Usually, the opponent can deduce how strong the total secret troops are by subtracting from your total forces. All the Secret Armies and the regular armies must add up to the Total Forces.)
Troop Composition: ?????
Orders: ?????? (This merely denotes that the army is here, but you cannot tell what their orders are. Usually this is so that the army can sneak up on an opponent, ambush them or the like.)
Division Name: 8th Division, Dragon Army
CO: Tokugawa Ieyasu
Total Troop Strength: 400
Troop Composition:
-400 Axe Ashigaru
Orders: Engage Enemy 3rd Division Directly.
During the course of the battle, you can simply post a division order to post new orders to your troops if things go awry. Remember that your commanders are just as important as your troops—one who doesn’t obey you or is easily defeated in combat will be detrimental to your troops.
Financial Records
This being an RP forum and all, it is real easy to falsify records and suddenly appear with thousands of ryo or train A-classes in days. While I do trust most of you, there is a chance that someone will cheat, and so, for money purposes, I would like each daimyo to post their weekly budget on tax day, detailing all the money you’ve gained and what you’ve spent it on.
Week of 4-21 to 4-28 (please use IRL dates for this)
Castle: Willy Wonka’s Wonderland (The name of your castle)
Daimyo/Stewards In Command: Amagai Shuusuke (The person who’s SUPPOSED to fill this out, though you can pay someone to do it)
+1,140 Ryo (Initial Balance Carried Over) (Ryo you saved up from the previous weeks)[/b]
+100 Ryo (Transfer from Calvin Klein Castle) (Ryo that another castle sends you)
+17,400 Ryo (Tax Profit) (The amount you get every week on Tax Day)
-3,000 Ryo (Foreign Ally Fee, Shan Guo) (The weekly fee paid to your foreign Ally)
-4,000 Ryo (Training Fee, 400 x 10 Ryo) (Basically, your soldiers multiplied by the training fee)
-1640 Ryo (Horse Production, 205 x 8 Ryo) (If you specialize in horses, then you have to pay a small amount to create the horses so that you can sell them to people.)
+4,000 Ryo (Horse Sales, 20 x 200) (The Profit you gain from selling your specialty.)
-1000 Ryo (Wages for Misaka Mikoto) (You gotta pay your subordinates, don’tcha?)
-1000 Ryo (Wages for Kenji Hiura) (You gotta pay your subordinates, don’tcha?)
-1000 Ryo (Wages for Kataki) (You gotta pay your subordinates, don’tcha?)
-1000 Ryo (Wages for Mr.tIloveSANTA) (You gotta pay your subordinates, don’tcha?)
-2000 Ryo(Wages for Amagai Shuusuke) (As a Daimyo, you can pay yourself a bit more, but don’t overdo it or you’ll seem greedy.)
-1000 Ryo (Transfer to Canadian Eagle Castle) (Money you’re giving, for any reason, to another castle)
-2000 Ryo (Food Purchases, 1000 Units x 2 Ryo) (Money you’re spending to feed your army.
Savings: 5000 Ryo (All the money that you have left that you can save. This will be next week’s Initial Balance.)
This way, it will be possible for we the admin to track down your business transactions and know you’re not doing anything odd.

Kuruni- Admin
- Join date: 2009-05-01
Posts: 63
Age: 16
Alliegence: Independent
Rank/Style: Jounin
Special Weapons: Pata

Re: A Basic Guide to this Site
Naval Wars/Transport
Building Ships
Wars over the sea are far more confusing than a basic land war. You can transport at twice the speed on the sea (it’ll take only 1 turn to walk 2 steps, and on trade routes you can move 4 steps with one move). However, it will take an extra cost to build ships. You can only build ships at Castles that specialize in Shipbuilding (That is, ships on Rivers or Coasts), and once you build them, you can only keep them during peacetime in these cities. If no city will take you, you may scuttle these ships and regain half their cost. There are three main kinds of ships: Transport, Combat and Support. Transport Ships are as they say: Ships built to move large amounts of troops. They can transport up to 1000 Troops in the case of Heavy Transports. However, they don’t have any artillery weapons and usually have thin armor. These ships are the bulk of your seagoing force and should be defended by Combat and Support Ships. Combat Ships are, as their name suggests, built to fight. They are generally small, but either Heavily armored, powerful, speedy, both or all three. They don’t carry many soldiers, but frequently man artillery that range from Ballistae to Catapults or even to primeval Bombards. Combat Ships fight in three ways: Ramming, Boarding or Volley. Ramming is the most basic, using a strong ship to ram into the underside of another. Ramming is good against most ships in general, but is generally weak against Volley Ships, since it exposes the user to the whole broadside of the target (a tactic called Crossing the T). Boarding ships are usually also ramming ships. Boarding ships usually can double as transports and have a weak ram attack. Boarding Ships allow soldiers on board a ship to charge aboard another, usually allowing the user to capture the ship. Volley Ships are long-ranged ships that can be used to attack coastal castles and cities as well. They mount long-ranged weapons, usually in exchange for light armor and a small carrying capacity. KEEP IN MIND THAT ALL COMBAT SHIPS ARE CAPABLE OF ALL THREE FUNCTIONS. However, a Volley Ship, if it were to ram, wouldn’t do very good against an actual Ramming Ship. Support Ships are fringe ships that don’t fit into either category. These include Repair Ships, Medical Ships, and Agricultural Ships. Keep in mind that ships are expensive, so don’t buy what you don’t need. The list of ships will be later on.
Marines and Sailors
One should keep in mind that most soldiers aren’t used to the sea. As such, regular soldiers, if made to board or fight, will lose a rank (An A-rank will become a B-rank, etc.). Therefore, it’s important to train Sea Infantry too, which are divided into Marines and Sailors. Sailors cannot fight on land, but gain a rank on the seas (An A-class Sailor will become an EX-class Sailor). On land, though, they will ALWAYS fight on the level of a C. Marines, on the other hand, are more balanced in that they fight on their level on the sea but fight on their level minus half a rank on land (An A would fight on a B+ level on land, beating all B-classes but slightly below A-class). Marines and Sailors cost the same as regular Ashigaru.
Fighting a War on the Seas
Fighting a Sea war or being ambushed on the sea is slightly different from a land war in that you don’t command each Subordinate (though you can choose to delegate several ships to each Subordinate and make commands easier). Battle works similarly, but different.
…and et cetera. For more information on a battle, please go to the combat section.
List of Ships
Transport
Ship Class: Junk
Ship Cost: 1,200 Ryo
Ship Type: Light Transport
Ship Troop Capacity: 280 Maximum
Ship Transport Capacity: 200 Units of Grain
Ship Armament/Abilities:
-Boarding
-x1 Light Ballista (A Crossbow that fires a heavy bolt)
Comments: A basic light transport with high speed and an artillery piece, but little armor. In combat, it’s either best for the Junk to avoid combat altogether or to board the target quickly.
Ship Class: Fune
Ship Cost: 3,000 Ryo
Ship Type: Light Transport
Ship Troop Capacity: 200 Maximum
Ship Transport Capacity: 400 Units of Grain
Ship Armament/Abilities:
-Light Armor
-4x Light Ballista
-1x Medium Ballista
Comments: A ship built for transporting grain, it holds less troops than a Junk but holds more grain and boasts more weapons. Nevertheless, it cannot board or ram, and is weak against both. The Fune should be used from a distance to defend weaker transports.
Ship Class: Merchant Ship
Ship Cost: 2,000 Ryo
Ship Type: Light Transport
Ship Troop Capacity: 300 Maximum
Ship Transport Capacity: 600 Units of Grain
Ship Armament/Abilities:
-Medium Armor
Comments: A ship with no weapons or capabilities save for powerful armor. Merchant Ships should be used for food transport primarily.
Ship Class: Red Seal Ship
Ship Cost: 6,000 Ryo
Ship Type: Light Transport
Ship Troop Capacity: 420 Maximum
Ship Transport Capacity: 400 Units of Grain
Ship Armament/Abilities:
-Boarding
-Medium Armor
-Coastal Bombardment
-1x Medium Ballista
-1x Trebuchet
-6x Light Ballista
Comments: A transport built for combat, the Red Seal Ship is expensive but boasts some offensive power and is one of the few transports with the ability to bombard coastal ships. Worth its price.
Ship Class: Junk Rig
Ship Cost: 4,000 Ryo
Ship Type: Medium Transport
Ship Troop Capacity: 620 Maximum
Ship Transport Capacity: 1,000 Units of Grain
Ship Armament/Abilities:
-Boarding
-4x Light Ballistae
-Light Armor
Comments: A medium-sized junk with a respectable carrying capacity.
Ship Class: Dafune
Ship Cost: 3,000 Ryo
Ship Type: Medium Transport
Ship Troop Capacity: 500 Maximum
Ship Transport Capacity: 1,200 Units of Grain
Ship Armament/Abilities:
-Boarding
-Medium Armor
Comments: A Fune with reduced military capacity but capable of holding more troops an dtaking more damage.
Ship Class: Keying
Ship Cost: 6,000
Ship Type: Heavy Transport
Ship Troop Capacity: 810 Maximum
Ship Transport Capacity: 2,200 Units of Grain
Ship Armament/Abilities:
-Medium Armor
-4x Medium Ballistae
Comments: A heavy transport that can carry up to 800 men and boasting some defenses.
Ship Class: Heavy Junk
Ship Cost: 4,700
Ship Type: Heavy Transport
Ship Troop Capacity: 800 Maximum
Ship Transport Capacity: 700 Units of Grain
Ship Armament/Abilities:
-Medium Armor
Comments: A Junk with a good carrying capacity for its cost.
Combat Ships
Ship Class: War Junk
Ship Cost: 2,300 Ryo
Ship Type: Combat Ship
Ship Troop Capacity: 120 Maximum
Ship Transport Capacity: 120 Units of Grain
Ship Armament/Abilities:
-Boarding
-4x Light Ballistae
-2x Medium Ballistae
-Light Armor
Comments: Speedy seagoing ship good for raiding. Frequently used by Pirates.
Ship Class: Panokseon
Ship Cost: 4,200
Ship Type: Combat Ship
Ship Troop Capacity: 185 Maximum
Ship Transport Capacity: 200 Units of Grain
Ship Armament/Abilities:
-Ramming
-Boarding
-Medium Armor
-8x (4 per side) broadside Hwacha (Korean Fire Arrow Mount that fires a barrage of small flaming arrows. Short-ranged, but good against ships)
-4x Medium Ballistae
Comments: A solid combat ship from the North that can Ram Board and fire Volleys. Its only real weakness is its own weakness against ramming, something it makes up for with its Hwacha broadside.
Ship Class: Fuchuan
Ship Cost: 14,000
Ship Type: Heavy Combat Ship
Ship Troop Capacity: 480 Maximum
Ship Transport Capacity: 500 Units of Grain
Ship Armament/Abilities:
-Heavy Armor
-4x (2 per side) Broadside Hwacha
-4x Heavy Ballistae
-8x Light Ballistae
-1x Bombard
-Boarding
-Coastal Bombardment
Comments: Arguably one of the most powerful combat ships on the ocean, the Fuchuan boasts a heavy cannon imported from the South. The Fuchuan’s only real weakness is its relatively slow speed.
Building Ships
Wars over the sea are far more confusing than a basic land war. You can transport at twice the speed on the sea (it’ll take only 1 turn to walk 2 steps, and on trade routes you can move 4 steps with one move). However, it will take an extra cost to build ships. You can only build ships at Castles that specialize in Shipbuilding (That is, ships on Rivers or Coasts), and once you build them, you can only keep them during peacetime in these cities. If no city will take you, you may scuttle these ships and regain half their cost. There are three main kinds of ships: Transport, Combat and Support. Transport Ships are as they say: Ships built to move large amounts of troops. They can transport up to 1000 Troops in the case of Heavy Transports. However, they don’t have any artillery weapons and usually have thin armor. These ships are the bulk of your seagoing force and should be defended by Combat and Support Ships. Combat Ships are, as their name suggests, built to fight. They are generally small, but either Heavily armored, powerful, speedy, both or all three. They don’t carry many soldiers, but frequently man artillery that range from Ballistae to Catapults or even to primeval Bombards. Combat Ships fight in three ways: Ramming, Boarding or Volley. Ramming is the most basic, using a strong ship to ram into the underside of another. Ramming is good against most ships in general, but is generally weak against Volley Ships, since it exposes the user to the whole broadside of the target (a tactic called Crossing the T). Boarding ships are usually also ramming ships. Boarding ships usually can double as transports and have a weak ram attack. Boarding Ships allow soldiers on board a ship to charge aboard another, usually allowing the user to capture the ship. Volley Ships are long-ranged ships that can be used to attack coastal castles and cities as well. They mount long-ranged weapons, usually in exchange for light armor and a small carrying capacity. KEEP IN MIND THAT ALL COMBAT SHIPS ARE CAPABLE OF ALL THREE FUNCTIONS. However, a Volley Ship, if it were to ram, wouldn’t do very good against an actual Ramming Ship. Support Ships are fringe ships that don’t fit into either category. These include Repair Ships, Medical Ships, and Agricultural Ships. Keep in mind that ships are expensive, so don’t buy what you don’t need. The list of ships will be later on.
Marines and Sailors
One should keep in mind that most soldiers aren’t used to the sea. As such, regular soldiers, if made to board or fight, will lose a rank (An A-rank will become a B-rank, etc.). Therefore, it’s important to train Sea Infantry too, which are divided into Marines and Sailors. Sailors cannot fight on land, but gain a rank on the seas (An A-class Sailor will become an EX-class Sailor). On land, though, they will ALWAYS fight on the level of a C. Marines, on the other hand, are more balanced in that they fight on their level on the sea but fight on their level minus half a rank on land (An A would fight on a B+ level on land, beating all B-classes but slightly below A-class). Marines and Sailors cost the same as regular Ashigaru.
Fighting a War on the Seas
Fighting a Sea war or being ambushed on the sea is slightly different from a land war in that you don’t command each Subordinate (though you can choose to delegate several ships to each Subordinate and make commands easier). Battle works similarly, but different.
Commander: Totoyomi Hideyoshi (The name of the person giving the commands)
Subcommander: (Optional, somebody who can take over if you’re fighting a battle)
Total Forces: 1,200 Regulars, 800 Marines, 200 Sailors, 2,200 Total
Generals: Ayame Hikida, Hatake Kakashi, Mr. T
Ships:
-Li Hua: Flagship, Fuchuan
-Bailong: War Junk
-Hayabusa: War Junk
-Qilin: Medium Transport
-Hua Xin: Heavy Trasnprot
Ship Name: Li Hua
Captain, if Applicable:Totoyomi Hideyoshi
Type: Combat, Fuchuan
Troops on Board: (The troops that make up this division)
-200 Spear Ashigaru, B-class (- 1 rank = C class) (NOTE: THIS IS THE REDUCTION THAT REGULAR FORCES WILL TAKE ON THE SEAS)
-100 Marines, A-class
-40 Sailors, A-class
Orders: Deploy Ballistae, Ranged Broadside on attacking forces.
Ship Name: Qilin
Captain, if Applicable Hatake Kakashi
Type:
Troops on Board: (The troops that make up this division)
-400 Crossbow Ashigaru, A-class (-1 rank = B-class)
-40 Sailors, B0class
-200 Marines, B-class
Orders: Remain inside, attempt to board if conflict is absolutely necessary.
Ship Name: Bailong
Captain, if Applicable None
Type: War Junk
Troops on Board:
-100 Marines, B-class
-40 Crossbow Sailors, A-class
Orders: Deploy Forward Ballistae, ram enemy and then board. Crossbowmen ordered to fire at enemy ship or boarders.
…and et cetera. For more information on a battle, please go to the combat section.
List of Ships
Transport
Ship Class: Junk
Ship Cost: 1,200 Ryo
Ship Type: Light Transport
Ship Troop Capacity: 280 Maximum
Ship Transport Capacity: 200 Units of Grain
Ship Armament/Abilities:
-Boarding
-x1 Light Ballista (A Crossbow that fires a heavy bolt)
Comments: A basic light transport with high speed and an artillery piece, but little armor. In combat, it’s either best for the Junk to avoid combat altogether or to board the target quickly.
Ship Class: Fune
Ship Cost: 3,000 Ryo
Ship Type: Light Transport
Ship Troop Capacity: 200 Maximum
Ship Transport Capacity: 400 Units of Grain
Ship Armament/Abilities:
-Light Armor
-4x Light Ballista
-1x Medium Ballista
Comments: A ship built for transporting grain, it holds less troops than a Junk but holds more grain and boasts more weapons. Nevertheless, it cannot board or ram, and is weak against both. The Fune should be used from a distance to defend weaker transports.
Ship Class: Merchant Ship
Ship Cost: 2,000 Ryo
Ship Type: Light Transport
Ship Troop Capacity: 300 Maximum
Ship Transport Capacity: 600 Units of Grain
Ship Armament/Abilities:
-Medium Armor
Comments: A ship with no weapons or capabilities save for powerful armor. Merchant Ships should be used for food transport primarily.
Ship Class: Red Seal Ship
Ship Cost: 6,000 Ryo
Ship Type: Light Transport
Ship Troop Capacity: 420 Maximum
Ship Transport Capacity: 400 Units of Grain
Ship Armament/Abilities:
-Boarding
-Medium Armor
-Coastal Bombardment
-1x Medium Ballista
-1x Trebuchet
-6x Light Ballista
Comments: A transport built for combat, the Red Seal Ship is expensive but boasts some offensive power and is one of the few transports with the ability to bombard coastal ships. Worth its price.
Ship Class: Junk Rig
Ship Cost: 4,000 Ryo
Ship Type: Medium Transport
Ship Troop Capacity: 620 Maximum
Ship Transport Capacity: 1,000 Units of Grain
Ship Armament/Abilities:
-Boarding
-4x Light Ballistae
-Light Armor
Comments: A medium-sized junk with a respectable carrying capacity.
Ship Class: Dafune
Ship Cost: 3,000 Ryo
Ship Type: Medium Transport
Ship Troop Capacity: 500 Maximum
Ship Transport Capacity: 1,200 Units of Grain
Ship Armament/Abilities:
-Boarding
-Medium Armor
Comments: A Fune with reduced military capacity but capable of holding more troops an dtaking more damage.
Ship Class: Keying
Ship Cost: 6,000
Ship Type: Heavy Transport
Ship Troop Capacity: 810 Maximum
Ship Transport Capacity: 2,200 Units of Grain
Ship Armament/Abilities:
-Medium Armor
-4x Medium Ballistae
Comments: A heavy transport that can carry up to 800 men and boasting some defenses.
Ship Class: Heavy Junk
Ship Cost: 4,700
Ship Type: Heavy Transport
Ship Troop Capacity: 800 Maximum
Ship Transport Capacity: 700 Units of Grain
Ship Armament/Abilities:
-Medium Armor
Comments: A Junk with a good carrying capacity for its cost.
Combat Ships
Ship Class: War Junk
Ship Cost: 2,300 Ryo
Ship Type: Combat Ship
Ship Troop Capacity: 120 Maximum
Ship Transport Capacity: 120 Units of Grain
Ship Armament/Abilities:
-Boarding
-4x Light Ballistae
-2x Medium Ballistae
-Light Armor
Comments: Speedy seagoing ship good for raiding. Frequently used by Pirates.
Ship Class: Panokseon
Ship Cost: 4,200
Ship Type: Combat Ship
Ship Troop Capacity: 185 Maximum
Ship Transport Capacity: 200 Units of Grain
Ship Armament/Abilities:
-Ramming
-Boarding
-Medium Armor
-8x (4 per side) broadside Hwacha (Korean Fire Arrow Mount that fires a barrage of small flaming arrows. Short-ranged, but good against ships)
-4x Medium Ballistae
Comments: A solid combat ship from the North that can Ram Board and fire Volleys. Its only real weakness is its own weakness against ramming, something it makes up for with its Hwacha broadside.
Ship Class: Fuchuan
Ship Cost: 14,000
Ship Type: Heavy Combat Ship
Ship Troop Capacity: 480 Maximum
Ship Transport Capacity: 500 Units of Grain
Ship Armament/Abilities:
-Heavy Armor
-4x (2 per side) Broadside Hwacha
-4x Heavy Ballistae
-8x Light Ballistae
-1x Bombard
-Boarding
-Coastal Bombardment
Comments: Arguably one of the most powerful combat ships on the ocean, the Fuchuan boasts a heavy cannon imported from the South. The Fuchuan’s only real weakness is its relatively slow speed.

Kuruni- Admin
- Join date: 2009-05-01
Posts: 63
Age: 16
Alliegence: Independent
Rank/Style: Jounin
Special Weapons: Pata

Re: A Basic Guide to this Site
Terrain, Specialties and Special Products.
In the Castle Creation, I have already said that, depending on where you make your castle, you will have a specialty. These usually depend on what you are, but also may include random ones. So far, the only three that seem to have any use are Grain (Grasslands), Horses (Plains) and Shipbuilding (Coast). However, the others (Wood, Metal, Deathstones, and Manufacture) all have their uses. And this comes into play in special commodities.
Special Commodities
As a castle, you can sell something you make especially well, either as special units or as equipment. For example, you can sell either the special unit “War Chariot” or simply sell “Chariots” if you are near the plains and forest (obtaining horses and wood respectively). However, these goods will require resources such as Wood, Metal, or Deathstone (a kind of rock that absorbs chakra and gives all weapons imbued with it an anti-spirit ability). If you are in an area that produces these goods, you can purchase these at international price and produce these goods. If you do not, though, you will have to import the goods from other areas that DO produce these goods, which will cost you extra, since those castles will charge you too. This embodies Wood, Metal and Deathstone. Manufacturing cities have no specialties normally. However, every 100 goods they produce for another nation, they will get 10 free that the Manufacturing City can use as they please. This means that Manufacturing cities, while they will sell at generally higher prices for their goods, will get to keep a few freebies. To obtain a Special Commodity, you must register in the Commodity Registration Thus:
If your good costs too little to make and you sell it for too much, then your commodity will not be approved, so don’t be ridiculous when it comes to goods. Remember that only goods with a practical use will sell well. Each Castle can make up to 3 special goods.
In the Castle Creation, I have already said that, depending on where you make your castle, you will have a specialty. These usually depend on what you are, but also may include random ones. So far, the only three that seem to have any use are Grain (Grasslands), Horses (Plains) and Shipbuilding (Coast). However, the others (Wood, Metal, Deathstones, and Manufacture) all have their uses. And this comes into play in special commodities.
Special Commodities
As a castle, you can sell something you make especially well, either as special units or as equipment. For example, you can sell either the special unit “War Chariot” or simply sell “Chariots” if you are near the plains and forest (obtaining horses and wood respectively). However, these goods will require resources such as Wood, Metal, or Deathstone (a kind of rock that absorbs chakra and gives all weapons imbued with it an anti-spirit ability). If you are in an area that produces these goods, you can purchase these at international price and produce these goods. If you do not, though, you will have to import the goods from other areas that DO produce these goods, which will cost you extra, since those castles will charge you too. This embodies Wood, Metal and Deathstone. Manufacturing cities have no specialties normally. However, every 100 goods they produce for another nation, they will get 10 free that the Manufacturing City can use as they please. This means that Manufacturing cities, while they will sell at generally higher prices for their goods, will get to keep a few freebies. To obtain a Special Commodity, you must register in the Commodity Registration Thus:
.Commodity Name: Arbalest
Creating Castle: Candyland
Castle Specialties: Metal, Wood
Commodity Type: Weapon, Generic (Other categories include Special Weapons [which cost a lot but give very good abilities], food Products [which may enhance performance or feed multiple people at once], Vehicle [Which increases speed or gives anticavalry abilities] or others)
One-time or Constant Fee? Constant (To use this item, you have to keep on paying the castle that made this).
Object Production Cost:
-Metal x2
-Wood x3
Object Ability: Enables Crossbow Ashigaru using this to have longer range than other Crossbow Ashigaru.
Sample Selling Cost: 5 Ryo/Crossbow Ashigaru (Can be 40,000 for one weapon if it’s that good, though)
If your good costs too little to make and you sell it for too much, then your commodity will not be approved, so don’t be ridiculous when it comes to goods. Remember that only goods with a practical use will sell well. Each Castle can make up to 3 special goods.

Kuruni- Admin
- Join date: 2009-05-01
Posts: 63
Age: 16
Alliegence: Independent
Rank/Style: Jounin
Special Weapons: Pata

Permissions of this forum:
You cannot reply to topics in this forum
Home




