I'm still playing catchup with Wargaming Scribe - see his AAR/review.
Nobunaga's Ambition was the obvious next choice of the Koei ancestors. Between it and Romance of the Three Kingdoms, you've basically got half their library right there.
Thematically, this one's almost a sequel to Battle of Kawanakajima, with the same setting and both clans of that game accounted for. But Nobunaga has more, you could say, ambition. Kawanakajima simulated a battle. This time we're going for Sengoku-era unification.
Historically, Oda Nobunaga did not live to see his dream fulfilled. And that's been my experience too; as of this writing, I have yet to survive a game longer than a few years! Poor Nobunaga is weaker than his neighbors, diplomatic options are limited, building up your military strength takes money, money takes time, and pitiless daimyo have a taste for weak neighbors with money.
For this initial post, I'm going to make five attempts, starting at the maximal difficulty, and decreasing on each failure. There will be no savescumming, and no privileged knowledge of the game's workings apart from the things I've already learned.
Interestingly, the game features a two player mode, but I'm not going to subject anyone else to it.
Attempt #1: Difficulty 5
Like Kawanakajima, this early BASIC Koei title was never officially released in English, though its sequel was one of the first that was. Unlike Kawanakajima, this was never unofficially released in English either. But Google's translation ability is much more powerful now, and at this point I basically understand what's going on enough to not need it.
It's the spring of 1560. Central Japan, which is as far as Nobunaga's ambition goes, consists of 17 provinces, each ruled by one of 17 clans. There won't be 17 clans for long! But for now, I'm concerned only with three; #17, Owari, is ruled by the Oda clan. #13 to my west is Ise-Shima, ruled by Kitabatake, who's just a kid. To the north, #9, Mino, ruled by Saito. And to the east, #8, Mikawa, ruled by Tokugawa, whose stats are formidable.
My own stats are as follows:
I have no idea what any of that actually means! But next, in yellow/gold, we have wealth-related stats:
These are straightforward, although the "towns" stat is misleading. We don't care about the number of towns; we care how the town's commercial value, and that stat isn't shown on this screen.
In cyan, province stats - I'm taking these from the 1986 edition rather than Google's translation of the 1983:
All of these stats contribute to how much rice you harvest. Raising any of them is expensive!
Lastly, red numbers are military stats:
We are small, but well armed.
Each year lasts four rounds corresponding to the seasons, but autumn is the most important. Taxes are collected, rations and pay are given to your soldiers, debts are collected, and things generally get reset. You have fifteen commands, most of which dedicate the season to the action:
- Move - Transfer soldiers and/or yourself to a neighboring fiefdom.
- Attack - Invade a neighboring province.
- Tax - Change the tax rate. This affects rice harvest, not cash collections, and also affects peasant loyalty and wealth.
- Send - Transport gold or rice to a neighboring fiefdom.
- Dam - Spend gold to increase the province's flood control level.
- Pact - Spend 10 gold to ask another Daimyo not to attack you.
- Cultivate - Spend gold to increase the province's productivity.
- Hire soldiers - Spend gold to increase your army size.
- Trade - Not always available, but if the merchant is in town, you can purchase/sell rice, buy arms, or borrow gold.
- Hire ninjas - Spend gold to destabilize another province, lowering their peasant and soldier morale and loyalty.
- Train - Costs nothing, increases soldier training.
- Status - View the stats of any province/daimyo. Does not cost you the turn.
- Develop town - Spend gold to increase the town value, which determines annual cash collections.
- Give - Offer gold or rice to your soldiers or peasants, increasing their loyalty/wealth.
- Pass. Why do this when you can train?
So, right away we have a problem. The army eats a lot of rice. The land does not grow a lot of rice. Improving the land costs a lot of gold. We don't have a lot of gold. We have two turns until tax season - I use them to improve the town value and land productivity, 50/50.
![]() |
| Autumn 1560 |
Tax time, and the soldiers have eaten my entire rice reserve. The harvest only yielded 3 koku - not nearly enough to feed them next year! I train and wait for rice prices, currently at 3.6/koku to drop a bit, but they do not, and I spend my tax collections on cultivation.
![]() |
| Autumn 1561 - invaded! |
I'm all out of food, some of the troops deserted, and Tokugawa attacks with an army nearly three times larger than my own.
![]() |
| Holy moly. Look at that kid's stats! |
Instant game over.
Attempt #2: Difficulty 4
Never mind my stats, let's look at Tokugawa's.
He's down about 10 points across the board compared to the last run, but still beats me soundly in every category, and I'm still in big trouble if he gains soldiers while I lose them, which is what I can expect. And my land stats are a bit worse than before!
This time I put all of my money into the town, and am immediately hit by a typhoon that brings my rice production down to a pathetic 9 points. In the fall, the soldiers eat all the rice again, and the peasants produce none at all, but hey, I collected more taxes! Eight gold instead of seven. And rice is actually cheap, so I buy as much as I can afford; 4 koku.
Experience has taught me to never borrow. The interest is absolutely insane, and is collected on the next tax season. A rate of 1.2 means that for each coin borrowed, you're paying 2.2 in the fall, and this is low! Your income will be nullified next year and you'll just be broke again. Also, you can only do one merchant transaction per turn, and he might not even be around next turn to sell you anything.
I'm left with one coin which I give to the peasants, but this doesn't help. The next tax season brings no harvest, and half my soldiers desert, but gold income is 27, so I buy some surprisingly cheap rice considering the region just had a typhoon. And Tokugawa attacks before I can hire more soldiers.
Yeah... this ain't good. His army is twice as big as mine, and all of his stats are way higher. I already know this battle is lost, but let me explain what's going on.
My units are white, his are yellow. Unit ranks are the numbers on the right of the hex, with #1 representing the daimyo himself, and unit strength is the number on the bottom. Nobunaga is the white #1 hex in the northwest inside a castle hex, surrounded by three allies and two enemies. Unfortunately, the enemies' unit strengths are twice what mine are.
Nobunaga hides within the castle's defensive bonus, his men attack to absolutely no avail, and by turn 2 the enemy breaches the castle walls. On turn 4 they kill me.
Attempt #3: Difficulty 3
I'm attacked before I even get a chance to do anything, but this time it's Saito. And they only slightly outnumber me. Unfortunately, their stats are better, and "Yoshi" is an unstoppable 30-point doom stack. I can handle the minions okay, but attacking him would be foolish - so I try to delay.
My tactic of blocking the sole entry point does indeed delay, but not long enough.
Game over.
To be continued!































