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How about the Sengoku Period in Japan

Posted: Thu Jul 03, 2008 1:28 am
by morphthecat
http://en.wikipedia.org/wiki/Sengoku_Period

I think it would be great to take the AACW and BOA engine over to medevil Japan. Specifically the Sengoku Period. That's would be really cool :nuts:

Posted: Thu Jul 03, 2008 6:19 am
by Anguille
Oh yes...i am in! :D

Would be great...

Posted: Thu Jul 03, 2008 6:53 am
by GShock
I have many times told AgeOD that the Japanese feudal history is reap with benefits for scenarios in any age. I would start from the Seike Monogatari period, then Onin, then Sengoku Jidai. One project, 1 map, 3 scenarios with different settlements. All of the things we'd need are already in place in the engine but one: Diplomacy among clans.

Pretty easy, totally neglected by other dev companies, sure success. There's a HUGE market share in this scenario. There is an ongoing project with a mod and i think if this mod is successful then new scenarios might be built much easier.

Posted: Thu Jul 03, 2008 9:53 am
by Hohenlohe
I am interested too in a game about this period and I hope that AGEOD would use the opportunity to develop such a game with an improved AACW-engine.
I think that many Japanese will be interested in such a game and AGEOD would gain a new market for his products...*thumbsup*

heartly greetings

Hohenlohe,who is always interested in good games from AGEOD...*grin* :coeurs:

Posted: Thu Jul 03, 2008 1:33 pm
by Pocus
We welcome people with the motivation to be the project managers of such endeavor. If accepted, then he would get support from us and this can even end up (if commercially viable) as a sold 3rd party game with significant royalties for the people who worked on it.

Posted: Thu Jul 03, 2008 2:04 pm
by Vegetius
+1 ! Great period ! And a lot of graphics can be taken (or inspired) from those of the "Cry Havoc" bordgame series.

Posted: Thu Jul 03, 2008 3:15 pm
by PhilThib
Who would like to start the subject then :sourcil: :innocent:

Posted: Thu Jul 03, 2008 5:03 pm
by GShock
I think the problem with project managers is that we have at the moment limited manpower with all the gurus focused on BOA2, AACW and VGN. The AgeOD engine has many secrets and only some of our users have been able to put them to good use.

I am a total expert of Japanese history...i can't count how many books i 've read on the subject but unfortunately my skills are limited to testing and researches.

I'm still in touch with some of the STW beta team. Including some Japanese fanatics who would come to help us at once.

Posted: Thu Jul 03, 2008 5:51 pm
by PhilThib
Well, have a chat with Aryaman about modding and developping games on our engine...once yo uget to know a few tricks, that's not that complex.

All you need is a certain experience with Excel (or equivalent openoffice spreadsheet)

:indien:

Posted: Thu Jul 03, 2008 6:03 pm
by lodilefty
In this case, won't the map be a resource challenge?

I can barely make minor changes in ExMap.... :p leure:

Posted: Thu Jul 03, 2008 6:15 pm
by GShock
We need to find a Proj. Manager to take on the plan and build the team...I am simply not up to it. I am a bugfinder, a researcher and idea maker and, to a very limited extent, a modder.

We need TCP/IP to make the moves and play the 15000 Clans, some by the AI, some others by players (a-la GC style with AI taking over when the player drops) with DED server files. (clock -> phases -> processing -> moves -> processing -> new turn -> clock).

We also need an AI diplomatic phase.

It's more than a mod i have in mind but i think these things could be very useful to AgeOD so worth at least considering.

Posted: Thu Jul 03, 2008 6:26 pm
by Hok
Is it the same period of "Total War" first opus ?

Posted: Thu Jul 03, 2008 6:35 pm
by Pocus
Indeed, this is the epoch known as the Warring States period, from 1467 to 1599.

Posted: Thu Jul 03, 2008 6:46 pm
by GShock
STW = Sengoku Jidai

The first period of military significance for Japanese Medieval history though is the Gempei war at the end of 1100 (Seike Monogatari), Minamoto Yoritomo was declared the first Sei Taishogun.

Posted: Fri Jul 04, 2008 8:26 pm
by Drakken
Although I would heartedly support a game on Sengoku Judai, there are many obstacles to overcome, though. The main problem is to decide what to focus on as a game: Separate military campaigns or a grand campaign?

In my opinion, AGEOD's engine is better suited for individual campaigns.

- Family ties (blood ties, marriages, adoptions) and alliances were extremely important in Sengoku Jidai. Until now, the AGEOD engine has been used for a bipolar style of game (one against one), while Sengoku Jidai was an extremely multipolar and character-driven period.

- Until Oda Nobunaga (in theory with his 'Tenka Fubu') and Toyotomi Hideyoshi (very, very physically), no one even dreamed of physically control and unify Japan into a single unified entity, simply because no one had yet the manpower and the logistics to attain such a goal. Most warlords' aim was rather to conquer Kyoto and puppet the Emperor and the Imperial Court as a proxy.

Of course, one could very well make a wargame based on significant military campaigns of the Sengoku Jidai, alike NCP which concentrates on Napoleon's different campaigns (and it does exist as board games, see Ran - Samurai Warfare In The Sengoku Jidai, for instance). After all, the massive coalition against Nobunaga or the Sekigahara campaign could both be great subjects for a game made under AGEOD's engine. And it would be even better if card-driven events or choices could be programmed within AGEOD's engine.

However, we must be realistic: AGEOD's engine is not suited for a grand campaign alike to Nobunaga's Ambition. There are way too many actors or political subtleties of which AGEOD's engine wouldn't even scratch the surface.

Posted: Fri Jul 04, 2008 8:56 pm
by GShock
Family trees and election to heir and heir apparents can be done with promotion system. The whole diplomatic phase and management /influence of the multitude of AI-based clans is a problem...events could be scripted.

GC should be TCP/IP player vs player with several AI factions players may influence and control via diplomatic phase.

We have here a big big historical period and no competitor but we also have issues that the engine is not prepared to face at the moment.

Sekigahara was fought by over 180.000 troops committed on both sides. The winner also won by bribing an enemy clan...another very important indicator on how important diplomacy was in that age.

We need more than modding here.