Map Info
County Castle Tribe Unit Roads
County
Selecting a county will allow you to view its information.
County Information
Crops | The more you have, the greater your harvest, which in turn increases your soldier count. Seizing farms is the primary way to increase crops. Land holders will do this automatically, but you can also seize farms by giving commands. |
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Soldiers | The number of soldiers able to march. Increases in proportion to the number of crops you have. Depleted numbers recover gradually over time. |
Commerce | The more you have, the greater your gold income. Seizing fairs is the primary way to increase commerce. Land holders will do this automatically, but you can also seize fairs by giving commands. |
Major Settlement | Settlements found only in certain counties. These have special effects, such as increasing crops or commerce. |
Land Development | Here you can add settlements that bestow special effects, such as increasing gold income or harvest, halving supply consumption when passing through your own counties, and so on. |
Castle
Selecting a castle will allow you to view its information.
Lord | An officer who has received a county that has a castle. Officers with a station of samurai leader or above can be appointed. Castle abilities are based on the lord's abilities and supplemented by the abilities of the land holders within the domain. Abilities increase more easily when the lord and land holders have positive affinities with one another. |
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Officer | The number of officers affiliated with the castle, including officers who are currently away on a march. Officers who have not received dominion are affiliated with the main base. |
Soldiers | The number of soldiers able to march. Increases in proportion to the number of crops you have. Depleted numbers recover gradually over time. |
Defense Soldiers | This is only for defensive bases. These soldiers can only march to defend the castle during a siege. Increases in proportion to the number of crops you have. Depleted numbers recover gradually over time. Designating assistance bases will also increase this number. |
Supplies | Seizing farms and strengthening town facilities will increase the monthly harvest. Supplies are managed separately by each castle. Limits can be increased with the Rice Dealer facility. |
Additional Supplies | This is only for resupply bases. When allied units pass over a resupply base, their provisions will be completely replenished. The additional supply limit and monthly income are determined by the castle's commerce and civil duties. |
Provisions | The number of days until the supplies carried by a marching unit run out. When the number reaches 0, soldier count will begin to decrease. The maximum amount can be increased via policies and town facilities. If the concentrate condition has been attained by setting a capture target, provision amounts will temporarily increase. |
HP | The castle will fall when this number reaches 0. Max HP can be increased via policies and town facilities. Lost HP recovers gradually over time. |
Civil
Castle Town Plan | The plan for castle town development. Issuing the System Reform policy will allow this to be set. Castle abilities determine which plans can be set. |
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Crops and Harvest | The more crops you have, the greater your harvest, which in turn increases your soldier count. Seizing farms is the primary way to increase crops. Land holders will do this automatically, but you can also seize farms by giving commands. |
Soldiers | The number of soldiers able to march. Increases in proportion to the number of crops you have. Depleted numbers recover gradually over time. |
Defense Soldiers | This is only for defensive bases. These soldiers can only march to defend the castle during a siege. Increases in proportion to the number of crops you have. Depleted numbers recover gradually over time. Designating assistance bases will also increase this number. |
Additional Supplies | This is only for resupply bases. When allied units pass over a resupply base, their provisions will be completely replenished. The additional supply limit and monthly income are determined by the castle's commerce and civil duties. |
Commerce and Gold Income | The more commerce you have, the greater your gold income. Seizing fairs is the primary way to increase commerce. Land holders will do this automatically, but you can also seize fairs by giving commands. |
Military
Cavalry LV and Musket LV | Increasing cavalry LV and musket LV will give units the chance to perform a powerful attack when at war with an enemy unit. During battles, this attack is guaranteed to be performed when encountering an enemy unit. Attack power increases in proportion to the LV, increasing considerably at LV5 and LV10. Cavalry LV and musket LV can be increased up to 9 through town facilities, policies, traits, and major settlements. Some clans can issue special policies that increase the LV to 12. |
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Soldiers | The number of soldiers able to march. Increases in proportion to the number of crops you have. |
Defense Soldiers | This is only for defensive bases. These soldiers can only march to defend the castle during a siege. Increases in proportion to the number of crops you have. Depleted numbers recover gradually over time. Designating assistance bases will also increase this number. |
HP | The castle will fall when this number reaches 0. Max HP can be increased via policies and town facilities. Lost HP recovers gradually over time. |
Officer | The number of officers affiliated with the castle, including officers who are currently away on a march. Officers who have not received dominion are affiliated with the main base. |
Supplies | Seizing farms and strengthening town facilities will increase the monthly harvest. Supplies are managed separately by each castle. Limits can be increased with the Rice Dealer facility. |
Additional Supplies | This is only for resupply bases. When allied units pass over a resupply base, their provisions will be completely replenished. The additional supply limit and monthly income are determined by the castle's commerce and civil duties. |
Defense Equipment | This activates when you are attacked. It requires the Defense Infrastructure policy. |
Facility
This list shows the town facilities that have been added to the castle.
Castle Town Plan | The plan for castle town development. Issuing the System Reform policy will allow this to be set. The lord will then begin adding town facilities according to the plan. The lord's abilities determine which plans can be set. |
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County
This list shows the number of seized settlements and max soldier count for each county.
Major Settlements (Dominion)
This list shows the major settlements that are in each domain under a castle (dominion).
The major settlement that can be added to that dominion will be displayed here. When all have been added, the gray icon will turn yellow.
Major Settlements (County)
This list shows the major settlements that are in each county.
The major settlements that can be added to that county will be displayed here. When all have been added, the gray icon will turn yellow.
Traits
This list shows the traits of the officers affiliated with the castle.
Tribe
Selecting the tribe icon will allow you to view information about tribes.
Tribes can be made to march through reinforcement requests.
Tribes will send reinforcements to clans with whom their vassal degree is highest.
To raise vassal degree, you can either assign a land holder to the dominion (the domains under a castle) in which a tribe exists, or you can perform Appease Tribe through submissions or land measures.
If you become 1st in vassal degree, reinforcements can be requested from that tribe. Afterwards, a land holder will automatically appease the tribe until vassal degree is maximized. Then the tribe can become your retainer via submissions or the Assimilate Tribe land measure.
If a tribe's unit is destroyed, the vassal degree will decrease.
: Your clan is not 1st in vassal degree.
: Your clan is 1st in vassal degree.
Officer | The number of officers. Some of them can become retainers if you assimilate the tribe. |
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Soldiers | The number of soldiers able to march. Increases in proportion to the number of crops you have. Depleted numbers recover gradually over time. |
Clan | Clans with high vassal degree. Reinforcements will be sent to the clan with the highest vassal degree. |
Unit
Your clan's currently marching units are displayed in blue, enemy units are red, and allied units are green.
When units are dispatched, they will appear on the map. You can select a unit to set a destination or view information.
Soldiers | The unit's soldier count. When this reaches 0, the unit will be destroyed. When destroyed, a unit will return to its home castle. If a unit is destroyed by enemy attack, the officer may die or be captured. There is a chance that captured officers will be employed by the enemy or executed. If a lord's unit is destroyed, their castle will become agitated, losing the ability to march. |
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Provisions | The number of days a unit can actively march. When provisions run out, the soldier count will gradually decrease. If a unit is put on standby atop one of your clan's castles, it will consume supplies from its home castle instead of the provisions on hand. |
Reinforce Request | This clan has been requested for reinforcement. |
Defense | The unit's defensive power. It decreases the amount of damage taken from attacks. It is determined by the officers' LEA. |
Attack | The unit's offensive power. It affects damage inflicted on enemy units and on enemy castles when storming. It is determined by the officers' VAL. |
Blockade | The attack power against a castle when performing a blockade. It is determined by the officers' INT. |
Target | The destination (attack target). |
Roads
Roads have different widths. Multiple units can march together on a single road.
You can view the different types of roads by changing to the road view from the Change View support command.
Wide roads (yellow) allow up to four units.
Narrow roads (green) allow up to two units.