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Conquest Strategy VNs (Sangoku/Sengoku Hime series in particular)


Clephas

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Conquest strategy games, as opposed to RTS, are games where conquest operates on a strategic (large-scale) rather than tactical level and is unconcerned with the activities of individual soldiers (soldiers are numbers, not capable of individual action).  They involve the capture of strategic points in order to hold territory and the keeping of order and management of general resources (wealth and troops, as opposed to specific resources like wood, stone, and food).

There are certain rules to this type of game when measuring difficulty level... there are obvious ones such as the amount of money you start with (ideally, on normal mode you should start with enough to secure the region immediately surrounding your starting point without resorting to extreme methods like heavy taxes and plundering).  However, there are less obvious ones that are as much matters of real strategy as game rules.

The biggest obstacle to efficient conquest, other than resources like troop numbers and wealth to pay for actions, is the number of points you have to defend and the limits on how much force you can bring on a single point. 

The worst possible position to be in, in a continental conquest type, is to be situated inland, with non-allies on all sides and all paths open to invasion or for you to invade through.  In this situation, it is difficult to limit the points at which you have contact with the enemy, and this makes it immensely difficult to hold or expand territory, since you can't concentrate your 'iron fist' to smash one or two points (the ideal situation for normal difficulty at the beginning).  The best possible position is to be in a 'corner' area with only two points to defends and another two points that can be used to expand your territory while limiting the vulnerability created by such territorial expansion. 

Generally speaking, the Sangoku/Sengoku Hime story paths tend to start with you having to unify your own province, with the first few parts after that concentrated on securing one or two other provinces at a time.  This is further effectively handled by the fact that, in order to attack from a province, you must hold all the castles/domains within that province, and the same goes for your enemies.  Thus, it is possible to preempt an enemy assault by snatching one or two castles in the neighboring provinces with your main forces or judge a province harmless or dangerous by whether multiple factions are active inside.  However, this strategy falls apart if the enemy takes  castle in the territory you are invading from in the same turn, and things can quickly become messy as a result (one situation I found myself in in Sengoku Hime 5 had me facing off against an enemy that could attack any one of five castles from the castle she'd taken, thus forcing me to concentrate a much larger force than I would have preferred to hold her off).

Public order issues are common to many VNs with gameplay and games of this type.  If you capture a province, it is often necessary to rebuild infrastructure and regain the trust of the people during the political phase, and the necessity of recruiting troops to replace those lost is often counter to his necessity (in the Sangoku games, this can increase the possibility of famines and bandit attacks, for instance).  Worse, it can sometimes take five or more turns to regain order after a conscription, making you vulnerable to all sorts of messy 'disaster' events (referring to the Sangoku/Sengoku Hime series).

The amount of territory you have in this kind of game directly effects how much of an army you can raise and maintain, as well as how often you can take political and military actions of various sorts.  This means that falling behind the enemy in an 'open' scenario can often lead to you being in the worst possible type of position (for example, in Sengoku Hime 3, I once found myself facing a Miyoshi Clan that had taken over the entirety of Eastern and Northern Japan in the time it had taken me to secure Kyuushu and Shikoku, and I ended up facing forces of story generals in overwhelming numbers as a result... and I lost).  Grabbing a larger territory early on can often allow you to expand faster later on, even if you haven't yet built up that territory sufficiently (maxed public order and public works, as an example). 

Conquest strategy VNs and games are amongst the most satisfying type of strategy games... and time-consuming ones. 

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I love conquest-strategy games.
Though unfortunately being the pleb that I am, can't play the 2 series you listed and the vast majority of those games as they are untranslated. :vinty:
Have played Sengoku Rance though and I loved it through and through. 

On the other hand western games are also pretty good, (playing total war Shogun 2 now and liking it a lot) especially in terms of realism compared to vns but they completely give up on characterization. I do understand the thought that conquest centers on troops and individuals are largely irrelevant, but that causes you to not care enough about the people involved. Like in Sengoku Rance, each general has special abilities and is specially recruited which makes me actually care who I'm sending to battle rather than just looking at the stats and saying 'ah general no.3 is going to this battle'. Also the character events give a much needed variation to the repeated nations being conquered. The whole bunch of Tokugawa brothers that you need to fight makes you remember it specifically rather than it simply being the '3rd or 4th random adjacent nation you conquered'.

Oh well somehow it turned into me complaining about lack of individualization in western conquest games. 

Anyways would love to hear some recs about such conquest-strategy games whether western or Jap (translated), if you have any. 

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