![]() To avoid this you could make the allied clan your vassal instead of invading them, but then you miss out on having greater control of their territory.ĭuring the latter part of the game you find yourself having to fight on multiple fronts, but you have the option to shut a large gateway and trap one of your opponents behind it. However, if you attack the ally of this arms dealing territory they will begin to sell their weapons to everyone in the hopes of slowing your conquests down without having to actively engage you. For example, one industrious clan sells powerful weapons to its sole ally but also offers to sell rifle units to you. There are continuous choices and consequences to your actions as the game unfolds. For example, what resources were lost to ensure the victory? Were your best officers and units used up in the attack, leaving only scrubs and depleted troops available to defend what you won during that turn? What enemy resources were captured that would make the losses acceptable? How will the rulers of opposing factions react? Will your enemies seek an alliance, declare war, offer tribute in the hopes of staying neutral, or act in the shadows in an attempt to weaken your forces? There’s a lot of complexity in a typical grand strategy title, but Sengoku Rance is probably one of the most accessible and easy to learn of this genre. You are likely to be victorious on the field, but there are other factors which determine if the attack will have been worthwhile. During a given turn in a grand strategy game, you gauge the strength of your enemy and then build up the appropriate forces to take a territory you want. I'm going to take a moment to compare the strategic layer of Sengoku Rance to grand strategy mainstays such as Europa Universalis or the Romance of the Three Kingdoms series.
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