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Thread: TROM3 - Features & Overview

  1. #1

    Default TROM3 - Features & Overview




    THE RIGHTS OF MAN 3 - ROAD TO KYOTO


    Visit the release thread for the newest TROM3 version here!


    Non-exhaustive Feature Overview


    Battle Mechanics
    • Movement speed and kill rate for both land and naval combat slowed down to allow for more tactical gameplay.
    • Reworked unit stats with less extreme rock-paper-scissor sytem.
    • Realistic bow and matchlock gameplay mechanics with higher kill rates close up.
    • Adjusted unit abilities.
    • Changes to moral for a more dynamic gameplay.


    General Campaign Gameplay
    • Overall slower campaign gameplay with extended number of turns.
    • More building slots a nd bigger castles in sieges from the start.
    • Longer recruitment times demand better planing.
    • More skill points for generals.
    • Better realm divide event. You can keep your allies if your diplomatic relations are good enough.
    • Reworked amd balanced all building effects.
    • New faction bonuses.
    • Slower religious conversion.
    • Dealing with unrest and unhappy citizens plays a bigger role.


    Economy
    • TROM3 SPECIAL: Expanded resource gameplay with new resource producing buildings
    • Harder late game economy.
    • New economic techs.
    • More economic events.


    10 New Technologies
    • New technologies that reflect real militaric and economic changes during the Sengoku period.
    • Seperate new ashigaru tech tree.
    • New ZEN Buddhism tech tree.
    • Streamlined and more natural progression of tech bonuses according to historical developments.


    Countless New Units
    • More then 30 new historically inspired land units from from ashigaru sharpshooters to yamabushi monks plus extra faction specific variants (more then 70 units in total).
    • More then 50 province specific AOR units.
    • 5 new ships equiped with rockets and mortars.
    • New garrison units for all major buildings.
    • TROM3 SPECIAL: Pike & shot units that use matchlocks and pikes.


    7 New Buildings
    • New resource producing markets and ports.
    • New ZEN temples that provide bonuses for samurai.


    New Traits, Events and Dilemmas
    • Higher chances for events and dilemmas.
    • New traits for daimyos and generals.
    • New dilemmas and icidents.
    • New events connected to buildings.


    Improved CAI
    • Improved building logic for the CAI that allows it to build all late game units.
    • Improved recruitment behaviour for better balanced armies.
    • Improved CAI agent behaviour.
    • Scripted help for major clans to give them a better survivabilty in campaigns.
    • Restricted cheating for CAI: It gets more money and other help but can't magically transform low level units into elite forces any longer.


    7 Playable Minor Clans
    • Play as Asai, Honma, Imagawa, Mogami, Otomo, Miyoshi and Hatakeyama.
    • Each clan complete with faction specific bonuses and victory conditions.
    • Faction specific units for some clans.







    New Tech Tree!





    Fire Rocket Ship in Action




    Pike & Shot Ashigaru!




    New Firebomb Effects (for both land and naval combat)!



    TROM2 - Road to Kyoto: We merge history with fun!
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    Last edited by Yarkis de Bodemloze; May 05, 2012 at 05:11 AM.

  2. #2

    Default Re: TROM3 - Features & Overview

    TROM3 - Resource Buildings

    In TROM3 access to resources play a more important role in the game since all lvl 3-4 buildings and all advanced units have resource requirements (like iron for all matchlocks and no-dachi, superior wood for long bow units and higher level ships, and so on). To satisfy the higher demand for resources we have introduced new lines of resource producing buildings in addition to the trade nodes and the special buildings already in the game. These are the resource markets, resource producing farms and specialised trading ports. Resource producing markets and ports are unique, means each faction can only build one of each. With these changes resource management is a more important part of gameplay, neccessary to field advanced units or construct higher level buildings. Also the player has an opportunity to spend more money.

    Resource markets

    These markest represent local trading hubs specialized in one good. All resource markets are available together with the merchants market as lvl 2 buildings and can be developed into larger lvl 3 markets. They provide a small amount of resouces but less tax income and can't be developed into the lvl 4 kanabukama. Otherwise their bonuses are the same as normal market buildings.

    Wood Market & Large Wood Market
    Stone Market & Large Stone Market
    Crafts Market & Large Crafts Market



    Resource producing farms

    All farms of this kind can be build as an alternative to terrace farming. They produce the indicated resource and still provide same amount of food (most of the land is still used for food production) but give less farming income. Horse farms won't be buildable in provinces already producing the resource.

    Horse Farm & Large Horse Farm
    Silk Farm & Large Silk Farm
    Cotton Farm & Large Cotton Farm



    Resource importing ports

    Resource importing ports are available together with standard trading ports.

    Chinese Trading Port & Chines Trading Quarter (incense)
    Korean Trading Port & Korean Trading Quarter (iron)


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    Last edited by Yarkis de Bodemloze; February 19, 2012 at 07:47 AM.

  3. #3

    Default Re: TROM3 - Features & Overview

    TROM3 - Improved Ashigaru Progression

    TROM3 tries to mimick the historical development of ashigaru from part time farmer-soldiers or peasants to trained professionals which eventually formed the lower tier of the samurai caste. In the beginning of the game you only have access to untrained and ill-equipped yari (spear) and yumi (bow) ashigaru that are no match for samurai units. While yari ashigaru may have some success in their specialized role as anti cavalry troops, overall they can not hope to beat a samurai force and should be used mainly against other ashigaru, for garrison duties and as flanking forces. Yumi ashigaru will have a hard time piercing the superior samurai armor (especially at long range) and several yumi ashigaru will have to concentrate their fire on a single samurai unit to achive noticable results. Therefore, in the beginning of the game, battles are an affair of samurai against samurai with ashigaru in a supporting role only. However, this will change gradually over the course of the game. While all troops profit from tech and building developments, ashigaru can profit more so then samurai or warrior monks. TROM3 has it's own military tech branch for ashigaru with bonuses for ashigaru only. TROM3 has it's own military tech branch for ashigaru with bonuses for ashigaru only. These techs also allow the recruitment of advanced ashigaru units (see below).


    Ashigaru Techs

    • Ashigarushira (ashigaru sergants) - Giving ashigaru a better command structure improves moral. Allows to recruit Tae-yari (shorts spear) Ashigaru.
    • Yoroi doshi - Better weapon training improves overall effectiveness. Allows the recruitment Nagae-yari Ashigaru and Kazuyumi Ashigaru.
    • Collective Farming - Marks the transition from part time soldiers to professionals. Farming income will get hurt somewhat because of the lack of workers, but ashigaru become cheaper in upkeep and therefore you can field more of them. The replenishment rate is increased because you have more men available.
    • Upward Mobility - Ashigaru become fully professional soldiers and form the lowest level of the samurai caste. Increases stats of all ashigaru. Allows the recruitment of elite Ashigaru Sharpshooters, Pike & Shot Ashigaru and Ashigaru Cavalry Scouts.




    Ashigaru units

    Early Ashigaru
    Yari Ashigaru - Basic spear troops; good against cavalry and yumi ashigaru; capped to 8 units
    Yumi Ashigaru - Basic bow troops; good against other ashigaru; capped to 8 units
    Imported Teppo Ashigaru - Matchlock equiped early professionals; less men then standard teppo ashigaru; need a nanban trade port; capped to 5 units

    Mid-game Ashigaru
    Tae-yari Ashigaru - Ashigaru with shorts spears; better then the early Yari Ashigaru; move quicker on the battlefield then most other infantry; need Ashigarushira (ashigaru sergants) tech
    Nagae-yari Ashigaru - Ashigaru with pikes; better against cavalry and in holding a defensive line then yari ashigaru; need yoroi-doshi tech; no unit cap
    Kazuyumi Ashigaru - Higher range, better accuracy and higher rate of fire then yumi ashigaru; need yoroi-doshi tech; no unit cap
    Teppo Ashigaru - More men and cheaper then imported teppo ashigaru; need matchlock tech; no unit cap

    Late Ashigaru
    Ashigaru Sharpshooters - Small band of the best teppo ashigaru with very high accuracy; can hide everywhere on the battlefield; need upward mobility tech; capped to 2 units
    Pike & Shot Ashigaru - Nagae-yari ashigaru with matchlocks in the front line; need upward mobility tech; versatile in offense and defence
    Ashigaru Cavalry Scouts - Light yari equipped cavalry that can be deployed everywhere on the battlefield; need upward mobility tech; capped to 4 units
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    Last edited by Yarkis de Bodemloze; February 19, 2012 at 07:45 AM.

  4. #4

    Default Re: TROM3 - Features & Overview

    TROM3 - AOR System

    The AOR (= Area of Recruitment) system of TROM3 allows you (and the AI) to recruit extra units from conquered provinces. This way you can get additional units beyond the tight caps for samurai and monks in TROM3. Technically the AOR units are bound to the road building line. Therefore you have to check the roads to see which unit is available in each province. To recruit those units you always need a dojo in which the unit type in question is normaly available.


    Summary of the features of the AOR system


    • More then 5o AOR units (as of TROM3 version 1.81)
    • You can recruit one standard samurai unit (daisho samurai, yari samurai, yabusame cavalry or yari cavalry) from the starting provinces of each minor clan.
    • The provinces of major clans allow the recruitment of advanced/elite units (daikyu household samurai, naginata household samurai, advanced yari cavalry)
    • In additon to clan specific units there are some extra AOR units representing famous historical families (like the Miochi ninja clan in Iga) or the warriors of monasteries.
    • AOR units of major and minor clans are only available if that clan ceased to exist as a faction.
    • All AOR units cost 20% less and have 20% less upkeep.
    • On the battlefield all AOR units wear the colours of their original clans and not the colour of the players clan.




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    Last edited by Yarkis de Bodemloze; May 05, 2012 at 05:07 AM.

  5. #5

    Default Re: TROM3 - Features & Overview

    ZEN Temples (New Buildings & Tech)

    Unlike some other buddhist sects, the Zen buddhist temples were not much involved in the political struggle during the Sengoku Period. However, many samurai were influenced by the Zen philosophy and practice and became followers of Zen. Zen also played a big role in the cultural development of Japan before and after the Sengoku Jidai period. In TROM3 Zen temples don't recruit warrior monks and their conversion rate is lower then that of standard buddhist temples. Instead they stimulate research in both the civil and military field and increase the experience level of all samurai units recruited locally.

    Features


    • The basic buddhist religious building is the buddhist shrine that can be developed into a normal buddhist temple or a Zen temple.
    • New Zen building line with 4 new buildings: Zen Buddhist Tempel, Zen Monastery, Zen Temple Complex and Famous Zen Temple
    • All Zen temples increase the experience of Samurai units recruited locally.
    • All Zen temples increase the research rate both in the civil and military area (the research rate of standard buddhist buildings was reduced somewhat).
    • Zen temples can recruit monk agents but have a lower conversion rate and can't recruit warrior monks.
    • If you have a zen monastery or higher building you have a chance to recruit a wandering yari, bow or katana hero.


    Last edited by Yarkis de Bodemloze; January 24, 2012 at 09:58 AM.

  6. #6

    Default Re: TROM3 - Features & Overview

    Playable Minors

    NOTE: Read the readme for the playable minors submods for instructions how to start a campaign properly!

    Otomo

    The Otomo are bound to christianity as their faction religion. They start with two provinces, a Nanban trading port, a missionar, a small army with two units of imported matchlocks, and a small fleet ready for action.

    Faction Bonuses: Masters of Faith - Cheap imported matchlocks, higher religious conversion rate, high army moral
    Special Unit: Samurai Heavy Gunners (from Sengoku Jidai DLC)
    Gameplay Tips: You start with two enemies right at your doorsteps. Crush the Shoni while blocking the strait to the mainland with ships. A quick move is adviced before the Shimazu can knock at your southern doors. The imported matchlock units you start with can be very handy in battle.

    Imagawa

    Those who live by the sword die by the sword. The Imagawa family has turned Suruga province into one of the largest trade centers outside of Kyoto. Although not descendants of the highest nobility, the Imagawa have acquired great honour from a line of the ablest administrators in the land. Today their power is more modern, rooted in the coin, the trained peasant, and the careful word.

    Faction Bonuses: Masters of Trade - Higher tax and trade income, greater economic growth
    Special Unit: Mounted Gunners (from Sengoku Jidai DLC)
    Gameplay Tips: You start with a comfortable strength and Tokugawa as your vassal. Oda is your natural opponent at first, but you also have to keep an eye on your neighbours Takeda and Hojo.

    Honma

    The Honma were included as playable minors because of their interesting starting position on an island north of mainland Japan. They are traders and seamen.

    Faction Bonuses: Masters of Sea - Cheaper and experienced ships, greater range for ships, higher trade income
    Special Unit: none
    Gameplay Tip: Build up a fleet that protects you from invasions and allows you to strike anywhere you want along the coast.

    Mogami

    The Mogami are natural opponents of the Date clan in the north of Japan. They became very powerfull during the Sengoku Jidai period and were famous for their cunning strategies at war.

    Faction Bonuses: Masters of Strategy - Land units have increased campaign movement range, replenishment bonus, lesser administration costs
    Special Unit: Mogami Bushi Militia - A mixed unit with spears and some bowmen in the front line. Better trained then starting ashigaru (cap of 5).
    Gameplay Tips: Beat Date to control the north of Japan undisputed. Your next opponent will probably arise out of the struggle between Uesugi, Takeda, Hojo, Tokugawa and Oda.

    Asai

    The Asai are reputed for the beauty of their daughters, with frequent suitors knocking at the gates of Odani, diplomacy forgotten, eager to negotiate terms of marriage. A refined and traditional family, Sukemasa himself is famous from East to West for his poetry and flower arrangement, as is clear from the respect which his fellow lords accord him. As he is artistic, he is innovative in war, the new model army which he created is an emblem of discipline and trained tenacity, but other daymio have understood the value of trained ashigaru and are preparing to repave an even ground.

    Faction Bonuses: Masters of Beauty - diplomacy bonus, research bonus for civil techs, experienced ashigaru
    Special Unit: none
    Gameplay Tips: Surrounded by 3 major factions forming alliances and building up strength before striking at any weakness may be wise.

    Miyoshi

    "Times are changing. The Miyoshi have long served the Hosokawa family as vassals. However their overlord’s greed and internal division have presented opportunities. Opportunities never present before, and unthinkable before…. Now in times of chaos, where the strong have shown pitiful weakness, the lord Buddha’s teachings must be followed, it is finally time to make the family the most outward circle! The opportunity is now! One of the most magnificent fortresses in Japan was completed under the close eye of Yukinaga in 1521. Built for the Hosokawa’s ambitions, the magnificent fortress of Saki in Settsu, nicknamed the "Mandokoro," commands access to Hokkaido and the Miyoshi’s native land of Awa across the strait. More strategically, it also commands all eastern approaches to Kyoto, giving the Miyoshi a very solid position indeed."

    Faction Bonuses: "Masters of Fortifications" (-5% building costs for castles; -10% building time for castles; 15% higher reload rate for infantry bow units)
    Special Unit: Miyoshi Bird Archer Ashigaru - Rapid firing veteran ashigaru archers (unit cap of 4)

    Hatakeyama

    Faction Bonuses: "Masters of Farming" (10% increase in farm income; +1 food production)
    Special Unit: Hatakeyama Daisho Household Samurai - Improved version of the Daisho Household Samurai
    Last edited by Yarkis de Bodemloze; May 05, 2012 at 04:54 AM.

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