TOP  What is NOBUNAGA'S AMBITION: Taishi?  Game Outline

The player becomes a Daimyō and governs a clan (his family).
Every month, they work to improve their country through such things as civil administration. In addition, in order to expand, they will use diplomacy to cooperate with other clans, or their military might to fight.
Fulfilling any of the following conditions will end the game.

Clearing the game

Control all of the bases
Gain control of over half of all the countries nationwide. Then issue a war ban while in control of Nijō Palace.
Gain control of over half of all the countries nationwide. Have allied clans control the remaining countries. Then issue a war ban.

Game Over

Lose all of the bases under your control.
The Daimyō dies when there is no one who can succeed him.
The date reaches the year 1700.

Civil  Diplomacy  Military

Country / County / Base

Japan is divided into 71 countries. Each country is made up of multiple counties with bases in some of them. Each base governs multiple nearby counties.
If your clan controls over half of the counties of a country, then your clan controls that country.
Note: Countries can be checked using commerce view or military view. The white lines on the map indicate clan territory boundaries.

Base (castle) By controlling a base, you also control the immediate county it is in, as well as nearby counties without a castle.
Population All of the people that live in a county, including farmers, militia, refugees, and infantry.
Country When the area controlled by members of the same clan encompass over half of the counties in a given country, the country falls under the control of that clan.

Landmarks

Nearby landmarks give the following effects depending on their type.

Temple
Shrine
Gives an advantage when on the defending side in battle. Depending on Resolve, clan and base are strengthened.
Onsen Sick officers recover more quickly.
Church Depending on Resolve, clan and base are strengthened. These appear after the event in which Christianity is introduced has occurred.

Trade Zones

There are multiple trade zones across the country.
Clans can send their merchants (Expand) to earn profits in trade zones. They can also Invest in their growth. Finally, they can drive away the merchants of other clans in order to Monopolize that trade zone.
There are different types of trade zones, both normal ones and special ones like Sakai, where you earn a lot of income.

Attributes of normal trade zones

After expanding into a trade zone, you earn influence and receive a monthly income based on that influence.
Increase trade zone production through investing.
It develops over time. Also, the more clans who have expanded into the trade zone, the faster the growth.
Income increases based on trade zone production and prosperity.
When monopolized, other clan's merchants are expelled and all profits go to the clan doing the monopolizing.
When it's in the same county of a castle, it becomes a castle trade zone and can give a variety of effects based on policy and resolve traits.

Attributes of special trade zones

Expand and Invest are not allowed.
By controlling the territory that the special trade zone is a part of, you receive income monthly.
When monopolized, a special effect is triggered.

Investing can only be done in a normal trade zone that has already been expanded into. In addition, it takes a lot of gold to monopolize.
First, expand into a normal trade zone. After gaining some income, then move to invest and monopolize.

Forming a grand trade zone

All the trade zones throughout the country can be linked into one grand trade zone.
You can make a lump investment in a grand trade zone. Also, development is quick and the income from it is great. In addition, other clans cannot expand into a grand trade zone. However, it will break down into normal trade zones if you stop fulfilling the conditions required to maintain it.
However, it will break down into normal trade zones if you stop fulfilling the conditions required to maintain it."

Conditions for a grand trade zone

The entire country must be your territory.
Your clan is the only one that has expanded into any of the trade zones in that area. (No monopoly necessary)
You receive over a set amount of income from all the normal trade zones in the entire country.

Resources

Certain trade zones have resources. By expanding into a trade zone with resources, you receive an effect based on that resource. In addition, your retainers will be able to suggest special policies.
You should make it a point to expand into trade zones with resources to get the effects.

Port By expanding into many trade zones with fisheries, a policy for increasing fertilizer will be suggested.
Commercial Port Mostly abbreviated as "C. Port."
The amount of muskets and horses that can be bought increases.
Trade Port Mostly abbreviated as "T. Port."
In addition to the effects of the commercial port, income from a trade zone with a trade port increases and a monthly tribute of muskets is delivered.
Mine Price of muskets goes down during trade.
Silver Mine Income from trade zone with silver mine increases.
Gold Mine Income from trade zone with gold mine increases greatly.
Pasture Price of horses goes down during trade.
Gunsmith Receive muskets every month.

Commerce  Trade zone Info  Suggestions for new policies

People and Agriculture/Military

Farmers and Refugees

Among the people are farmers who live in the county permanently, and Refugees who drift between counties.

Farmers

Involved in agriculture. (Obtain Harvest.)
Decrease as farmland decreases.
Become militia through recruiting.

Refugees

Occasionally move to other counties.
Can become farmers if farmland increases.
Become infantry through recruiting.

Militia and Infantry

You can gather militia from the farmers and infantry from the refugees. Militia work the land while fulfilling their role as soldiers. Infantry focus strictly on military matters. In addition, their characteristics as soldiers are different.

Agriculture  Characteristics of militia/Characteristics of infantry

Popularity

This represents the loyalty the people feel towards their Daimyō. This changes for each base.
The higher the popularity, the easier it is to carry out civil administration.
On the other hand, if popularity is low, agricultural productivity drops, the required harvest is not met, and that causes popularity to fall even further. In addition, it is much easier for revolts and uprisings to occur.

Benefits of high popularity

Population increases quicker.
Harder for revolts to occur.
Productivity rises faster.
Time it takes to recruit is shorter.

Changes in popularity

Popularity can rise or fall based on the situation of the base or clan.

Rises

Farmland increases above a certain amount.
Farmland is greater than a certain amount, when harvest occurs in September.
Carry out "Agriculture" - "Labor Exemption".
Achieves a Bounty.
Has constructed a "Tea town".
Creates a grand trade zone.
Decreases the damage of a disaster through the effects of a policy.
In war status with a specific clan.
Friendly relations continue with surrounding clans.
You have not been in war status for a long period.
Base strength is high.
You capture an enemy base.
Victory in battle.

Falls

War status continues for a long time. (The longer it continues, the greater the decrease.)
Insufficient harvest.
Famine.
No policy against disasters initiated.
In war status with a specific clan.
In war status with neighboring clans.
A clan base is blockaded by enemies.
A clan base is captured.
Defeated in battle
Lots of wounded soldiers.

Agriculture  Trade Zones  Battle

Resolve

Each officer has their own resolve and will act based on that. Daimyō also have traits linked to their resolve, and these traits can provide a variety of effects.
For example, Nobunaga Oda's resolve was Armed Unification, the desire to unify the country using force. Its traits raise the battle strength of infantry with "Fixed Society" and allow trade zones to develop more easily with "Easy Commerce."
Nobunaga's playstyle is to earn income from the developed trade zones and employ lots of infantry to fight. In this way, a character's play style can greatly change due to its resolve.
Other Daimyō are also acting based on their own resolves. It is sometimes necessary to focus on their resolve to perhaps gain an insight into how they are going to act next.
Note: The resolve of the player's Daimyō can be reviewed using the on the bottom bar of the Strategy Phase screen. Other Daimyō's resolve can be checked at the Strategy Phase screen using the Resolve view.

Strategy Phase Screen  View mode

Trait Eff.

Each resolve has 2 traits and each trait can have up to 4 effects.
Trait effect 2 & 3 are unlocked after fulfilling certain conditions.
Be warned that traits can also have bad effects (Effect 4).