Marking the series' 35th anniversary, Nobunaga's Ambition: Taishi remains true to the long-running franchise's historical simulation gameplay; allowing players to relive some of the most epic battles and notable events of the Sengoku Era in Japan. The Sengoku Era was a period where regional lords fiercely fought for supremacy, to claim dominance and unite the lands. Players will have to exploit a wide breadth of tactical options to create fresh strategies that allow new ways to gain an advantage over the opponent. Strategies do not only focus on the Military Campaigns, but also on managing the Production Facilities and Trade Routes to continuously expand territory and increase the strength of the army.
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Nobunagas Ambition Taishi is rated
3.8 out of
Rated 4 out of
I wouldn't try to eat the diskIf you like The Feudal States period, it's a really fun play.
Date published: 2019-05-09
Rated 4 out of
Pretty decent mateBrilliant simulation game with large learning curve. Graphics seem dated but gameplay is awesome.
Date published: 2019-04-09
Rated 4 out of
It's a game that you'd like if you like the genreIf you like Koei, then you don't need any explanation. If you don't know about Koei....play Aerobiz, Aerobiz Supersonic, Liberty or Death and then we can speak.
Date published: 2018-12-15
Rated 4 out of
Brute force is a strategyI made a bunch of friends, got pretty rich, caught some fish, and beat up some loser clan.
Date published: 2018-10-18
Rated 4 out of
Great gameplayThis RTS game is definitely advance compared to previous products. I'm truly satisfied with the strategy and turn phase system. The only fault I found was in battle some troops wouldn't be able to use their special abilities even though the conditions to do so was met. I can't wait for the next game in this series.
Date published: 2018-10-01
Rated 1 out of
Very poor!i did check to see how it compare to a old one. The old game is better than this game. Don"t waste your money to buy it. Not worthy it.
Date published: 2018-09-18
Rated 5 out of
ENORMOUS AMBITION With DepthAs the headline states, this game is "Enormous Ambition", at least mostly. Like many games in the series, they take a step forward and a step backwards in their attempts to both remain distinct and be better than the last. (Note: Taishi apparently means "Enormous Ambition", hence the obscure pun!).
In this game the player is tasked with ending the Warring States Era by doing, broadly speaking, one of three things (or 4, technically): unite all Japan by force; conquer half of Japan's provincial capitals, ally with the remaining clans; conquer half of Japan's provincial capitals, become the Shogun, and issue a War Ban. The last option is to be the vassal of someone else doing this as the game will end with their victory if you choose to remain under their shadow--which has some interesting playthrough potential, especially since some clans have "Resolves" that benefit from a more pacifist approach to domination
And "Resolves" are one of the core new features of this game. Basically a Resolve is what the various warlords want to do in the game; most want to survive rather than conquer but depending on their Resolve is how their A.I. will behave and also what buffs and debuffs they get from meeting certain goals. For example: the title's namesake, Nobunaga Oda, at his prime has "Armed Unification" as his resolve. Therefore he will actively seek to unite Japan by force and will have, as passive benefits from his Resolve, discounts on armaments, professional soldiers, and greater trade presence. However because he's a progressive free market guy, his peasant-soldiers get more of a tax break and he cannot monopolize trade zones (the main source of clan income in the game). There are several dozens of Resolves and while most of them are unique to specific characters, there are about 5 common ones that essentially determine how aggressive a that character is (as a clan ruler) and also what buffs and debuffs they get. As I said above, many clans just want to survive rather than conquer. "Clan Longevity" prioritizes diplomacy and buffs efforts in this area but weakens their ability to fight and makes losses in war more devastating to morale. "Territorial Expansion" are more about conquering and fighting, but may isolate themselves in the process. "Territorial Safety" is a middle ground between them. The other two common Resolves are "Unification" (kind of like Nobunaga's Armed Unification) and "Succession" (which is about that character trying to prove themselves both diplomatically and violently, making them both aggressive and diplomatic).
War itself is another step forward. It's perhaps the most realistic in the series; rather than win battles by obliterating the enemy army, it's more about destroying their morale and driving them away. Few battles will involve massive casualties on either side, but the ones that do are usually as a result of dramatic back and forths. Usually one side manages to out-maneuver the other and drives them away without taking or losing many lives, but normally this means the war will continue to go one while if there were massive mutual casualties they may end quickly to prevent mutual destruction our third-party involvement.
In the battles themselves, they essentially work like they do in real life (at the time). Commanders are ordered in turns with their commands executed in real time. Like in real life, the commander-in-chief does not have constant communication with his commanders and therefore must wait every few seconds (real life seconds, I mean) before issuing new orders. The enemy plays by the same restrictions, and the result is something that is both realistic and strategically satisfying. Like moving a line of musketeers to the front and them collapsing on them in a U shape to obliterate the enemy is one example of successful strategy, however this strategy could be countered if the enemy A.I. sees through it and sends their units past yours in an effort to trap you in your own "U"... Be wary of overconfidence! Also of the fog of war. You can only see the cones in front of your units, so if your backs are exposed and you have no idea where this or that enemy unit is... they might be coming from behind.
Both in battles and the over-world, geography plays a bigger role than ever in determining how battles are fought and how wars are won. Mountainous regions tend to restrict heavily how many troops either side can deploy (thus usually in favor of the smaller side as they can fight a larger enemy on an even playing field) but due to their slope-y nature can be quite the hazard as you might not see the "sneaking" unit just a step ahead, or aside. On the other hand fighting on open fields allows for more soldiers to fight and allows a lot more visibility but can be very undesirable for small armies. Rivers can be tactically used to impede movement and forests can conceal units sitting in them. Mountains are both big but assailable walls and death traps for the uninitiated. Most of Japan has varied terrain, and this most areas have a mixture of what I've described and it's up to both you and the enemy clan for where they want to fight. Sometimes though, if you have the extra food, you could stare at them and wait for them to starve... And then attack them while they're weak! But be wary: food is a very precious resource and--depending on how you play--more valuable than gold. Attrition isn't always the best way but sometimes it's the safest.
Armaments and troop quality also are a huge factor in battles. Horsemen are fast, riflemen are powerful. Standard pikemen with archers are cheap and reliable but not especially fast or powerful. Militia are cheap (paid for with a food-tax break rather than with money) but plentiful while Infantry (professional soldiers out of vagabonds that aren't farmers but paid with monthly stipends) tend to be expensive and few. Quite a few Resolves favor one type over another or encourage you to invest either in Militia or Infantry (peasant-warriors versus professional warriors) and horses or muskets or even standard pike-and-bow units. This can be further empowered via Policies, which I'll speak more about towards the end. Basically there's a lot of variety to your units based on their composition (how many professional versus peasant warriors they have) and armaments (muskets, horses, or pikes/bows?) and that can dramatically affect what's a good idea during battles and wars.
Money is gained through trade and trade is based around investing and expanding into trade zones. These provide passive income in exchange for a flat fee, and while cheap early on their investment/expansion costs skyrocket as they become more developed (and thus more profitable) and more competitive (other clans will do this too, especially if you form a mutual trade agreement with them). In general it's best to trade with as many clans as possible to develop your trade zones with other people's money (as you gain as well as them from their investments/expansions) while you expand into their's with your own money. You can monopolize a market (this taking 100% of the tax revenue for yourself) but that greatly slows the growth of trade zones (especially since you'll have to make all the investments yourself) and aggravates whomever else was invested (thus potentially leading to a violent war to settle the trade war).
Agriculture is a bit simpler. You have a an amount of labor based on population that can be used to make your farmers do things once per season in an effort to maximize the autumnal harvest. You can gain more Seeds and Fertilizer via Policies to further boost your food income and while there are several stats to look for the bottom line is that you want to maximize your harvest via assimilating vagabonds/citizens into resident farmers and occasionally give them a season off to play then-equivalent of video games in order to make yourself more popular (popularity is the key to native morale and population growth. A happy people is both more reproductive and attractive to vagabonds who can be made into local farmers or professional soldiers. Plus a lot of side benefits as well).
Policies are kinda like tech trees that are based around the clan ruler's Resolve. Every clan can eventually learn most policies by the VERY end of the game, but most of them will be locked until either the right kind of officers populate your clan and suggest them or until you meet certain requirements. For the most part your options of what kind of policies you can pursue are based on Resolve, and policies essentially provide buffs (no real de-buffs, though in some cases that can be argued) in exchange for Policy Points that are divided into 4 categories: Commerce, Agriculture, Warfare, and Rhetoric. They are mostly self-explanatory with Rhetoric basically assisting in maintaining a good public face for diplomacy and public popularity as well as officer management and indirect assistance for increasing the other three categories.
Policy Points are gained from accepting proposals every Clan Council which occurs in the middle of every season and these proposals mostly provide buffs (to you and/or neighbors) and debuffs (to your enemies) that last 3 months (until the next Clan Council).
Diplomacy is essentially a combination of everything I mentioned above as it all affects how the various clans relate to one another. Some historically-enemy clans will never get along (unless you turn off the historical events which basically frees the A.I. in that regard) while some Resolves cannot be negotiated with if they see you have something they want and they're unwilling to talk until they get it.
...Since I'm almost out of room, I'll just say: this game is AWESOME! Buy it! Play it! :-D