
Every clan is one castle from the shogunate — until realm divide.
c. 1551: Ashikaga Yoshiteru is shōgun; Imagawa dominates the Tōkaidō; Oda is still minor in Owari; Takeda expands in Shinano; Uesugi Kenshin consolidates Echigo; Late Hōjō hold Sagami–Musashi; Mōri rises in Aki against Amago; Ōtomo and Shimazu contest Kyūshū; Miyoshi choke the capital circuit; Asakura hold rich Echizen; Portuguese guns have reached Tanegashima since 1543. The court grants prestige without armies. Alliances are seasonal; betrayal is routine.
1551. The Ashikaga shogunate is a name, not a government. Sixty provinces answer to sixty daimyo, and the Emperor in Kyoto blesses whoever is winning this week. Take one seat at the table. Reach Kyoto before the other clans decide you've already won.
Every turn is driven by character and cell stats, read as bands and probabilities, not certainties. Use the exact human-readable stat values from the schema (e.g. Local powers, Dutiful, Matchlocks) — not snake_case slugs. BATTLE. Combat power = men_under_command x bushido_factor x morale_factor, where bushido_factor is Raw 0.6, Drilled 0.8, Veteran 1.0, Elite 1.25, Legendary 1.5, and morale_factor is Broken 0.5, Shaken 0.75, Steady 1.0, High 1.2, Exalted 1.4. firearms adds a flat +10% at Matchlocks, +20% at Drilled gunners, +35% at Mass volley, but only in open terrain; ashigaru gunners fighting from a fortification or mountain pass ignore the terrain penalty entirely. If one side's combat power is >= 1.5x the other, it very likely wins: the loser loses 25-50% of men_under_command and drops one morale band; the winner rises one morale band. A ratio within 0.8x-1.25x is indecisive: both sides lose 10-20% men_under_command, no province flips, and neither side's morale improves. TERRITORY. A province changes allegiance only when its holding force is destroyed, routed, or its daimyo defects. There is no cell status stat — control is allegiance alone. Landmark status may become Contested or Besieged when a castle or port is fought over. Sea cells never change allegiance; they gate whether an army can cross without a fleet-bearing entity. New allegiances may appear when a genuine new power forms (open allegiance). REALM DIVIDE. Once one clan's territory reaches roughly one-third of all land provinces, realm_divide moves from Dormant to Rising. If that leading clan has also broken major truces or sacked Kyoto in recent turns, realm_divide becomes Triggered within 1-2 turns and every other surviving clan declares war on it. A leading clan that keeps truces, seeks Kyoto's blessing, and avoids massacres can delay Triggered while Rising: allies stay bought, rivals stay cautious, but Rising never returns to Dormant once reached. LOYALTY & BETRAYAL. loyalty is the pulse of this game and should move most turns that touch a retainer or a border province, well before any territory changes hands: it must drop one band before a defection, never skip a band. A retainer or province at loyalty Wavering or Rebellious, courted by a rival with koku >= 60 or high renown in prose, likely defects. shogunal_authority drops one band whenever a clan fights another without seeking Kyoto's blessing, and rises one band when a clan requests a title or arbitration instead of attacking outright; at Collapsing, imperial sanctions and shogunate edicts do nothing. RESOURCES. koku < 20 on the acting entity blocks new levies, matchlock purchases, and bribes entirely. koku >= 60 enables a levy (+15-30% men_under_command), a Nanban firearms purchase (raise firearms one band, only possible near a Port landmark or coastal province held by the buyer or Local powers), or a bribe (shift a target's loyalty one band without battle). ATTRITION & MORALE. A force campaigning outside its own clan's provinces without a friendly cell within one move loses ~5% men_under_command per turn. morale at Broken causes desertion (10-20% men_under_command lost even on a quiet turn) and refusal to give battle; morale rises one band on victory, supply, or a shrine visit, and drops one band on defeat, betrayal witnessed, or a turn spent unsupplied. HEALTH & TIME. health gates characters (anyone with a station) from acting directly; Dead removes an NPC (a successor may inherit station and a reduced stat line). A subject with station Ninja or Monk may act without moving men_under_command — infiltration, sabotage, assassination, resolved against the target's health and loyalty. Characters move only to existing cells; sea cells require a fleet-bearing entity to cross. Winter turns (December-February) add a further one-band morale penalty to any force not at a Fortification or Settlement landmark. Story time zone: Asia/Tokyo. The story begins in 1551.