Compara los precios de NOBUNAGA'S AMBITION: Taishi en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por KOEI TECMO GAMES CO., LTD.. Publicado por KOEI TECMO GAMES CO., LTD.. Lanzado el 29/11/2017. Disponible en PC. Géneros: Simulation.

Forty hours into unifying the Sengoku period and you will either love the slow, logistics-heavy grind or quietly uninstall. Veteran grand-strategy players get real depth; everyone else faces a steep, poorly signposted climb.

My spreadsheet instincts lit up the moment I saw Taishi's interlocking systems laid out on screen: a seasonal agricultural worker-placement layer, trade zones that behave something like EU4 trade nodes, a policy tree bought with council-generated points, and a military machine where troop assembly alone can eat weeks of in-game time before a single battle is fought. On paper, this is exactly the kind of interconnected simulation I want from a long-running historical grand-strategy series. In practice, those systems talk to each other less than you'd hope. Commerce, agriculture, and military feel like separate sub-games sharing a map rather than gears in one machine - you need gold to do almost anything, and you need provisions to march armies, but beyond those surface links the mechanical feedback loop is thinner than the 15-entry pedigree implies. The headline addition is the Resolve system, and it genuinely is the best design work in the whole package. Each daimyo carries a set of Resolve traits that shape both their available policies and their strategic identity. Nobunaga Oda's traits, for instance, lean toward disciplined infantry and accelerated trade zone development, which means a very different opening build-order from a pacifist commerce clan or a rural militia-heavy lord in the north. Picking a daimyo is effectively choosing your playstyle, and the diversity is real. The "we go" tactical combat - where you issue orders then watch both sides resolve simultaneously in real time - can produce some genuinely tense flanking maneuvers and morale collapses, but the system has a ceiling. Morale is the single win condition in battle, and once you understand that, the elaborate terrain and weather modifiers fade into background noise on most engagements. For newcomers to the series, the picture is complicated but not hopeless. Taishi added tutorial systems that do explain what each menu does, and the sheer number of scenarios means you can pick a starting position from the top of the power rankings and give yourself room to learn before rivals swallow you. Choosing a large starting clan on the easiest scenario settings is, honestly, the correct first-timer move - it creates enough breathing room to absorb the seasonal agricultural cycle, get comfortable with the trade zone investment loop, and run a few small military campaigns before the late-game juggling act kicks in. The tutorial will not hold your hand on timing, though. Miss a quarterly agricultural allocation and the game moves on without you. Veterans of Sphere of Influence will feel the regression in some areas. The visual presentation took a visible hit due to a simultaneous mobile development track, and the AI settings are sparser than its predecessor's. The officer interaction system was simplified, and long-time players have noted the absence of event depth that made earlier entries feel alive. The paid DLC count is also worth noting before purchase. On the upside, the trade zone mechanic and militia-versus-professional-infantry unit split are genuine improvements, and the war exhaustion mechanic adds a realistic ceiling to aggressive expansion that makes mid-game diplomacy matter. Taishi sits in an awkward spot in the series lineup - more accessible than its reputation suggests for complete newcomers, but a lateral step or mild regression for anyone who lived in Sphere of Influence. If Sengoku-period Japan and the idea of managing seasonal rice harvests while slowly engineering a multi-clan alliance before a decisive winter campaign sounds like your idea of a good time, there is enough here to keep you occupied for a long run. If you need tight mechanical feedback and a sense of momentum, the pacing will exhaust you long before Japan is unified. Diego, Scout Team

NOBUNAGA'S AMBITION: Taishi

NOBUNAGA'S AMBITION: Taishi

29 nov 2017KOEI TECMO GAMES CO., LTD.
GamerScout opina

Forty hours into unifying the Sengoku period and you will either love the slow, logistics-heavy grind or quietly uninstall. Veteran grand-strategy players get real depth; everyone else faces a steep, poorly signposted climb.

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My spreadsheet instincts lit up the moment I saw Taishi's interlocking systems laid out on screen: a seasonal agricultural worker-placement layer, trade zones that behave something like EU4 trade nodes, a policy tree bought with council-generated points, and a military machine where troop assembly alone can eat weeks of in-game time before a single battle is fought. On paper, this is exactly the kind of interconnected simulation I want from a long-running historical grand-strategy series. In practice, those systems talk to each other less than you'd hope. Commerce, agriculture, and military feel like separate sub-games sharing a map rather than gears in one machine - you need gold to do almost anything, and you need provisions to march armies, but beyond those surface links the mechanical feedback loop is thinner than the 15-entry pedigree implies. The headline addition is the Resolve system, and it genuinely is the best design work in the whole package. Each daimyo carries a set of Resolve traits that shape both their available policies and their strategic identity. Nobunaga Oda's traits, for instance, lean toward disciplined infantry and accelerated trade zone development, which means a very different opening build-order from a pacifist commerce clan or a rural militia-heavy lord in the north. Picking a daimyo is effectively choosing your playstyle, and the diversity is real. The "we go" tactical combat - where you issue orders then watch both sides resolve simultaneously in real time - can produce some genuinely tense flanking maneuvers and morale collapses, but the system has a ceiling. Morale is the single win condition in battle, and once you understand that, the elaborate terrain and weather modifiers fade into background noise on most engagements. For newcomers to the series, the picture is complicated but not hopeless. Taishi added tutorial systems that do explain what each menu does, and the sheer number of scenarios means you can pick a starting position from the top of the power rankings and give yourself room to learn before rivals swallow you. Choosing a large starting clan on the easiest scenario settings is, honestly, the correct first-timer move - it creates enough breathing room to absorb the seasonal agricultural cycle, get comfortable with the trade zone investment loop, and run a few small military campaigns before the late-game juggling act kicks in. The tutorial will not hold your hand on timing, though. Miss a quarterly agricultural allocation and the game moves on without you. Veterans of Sphere of Influence will feel the regression in some areas. The visual presentation took a visible hit due to a simultaneous mobile development track, and the AI settings are sparser than its predecessor's. The officer interaction system was simplified, and long-time players have noted the absence of event depth that made earlier entries feel alive. The paid DLC count is also worth noting before purchase. On the upside, the trade zone mechanic and militia-versus-professional-infantry unit split are genuine improvements, and the war exhaustion mechanic adds a realistic ceiling to aggressive expansion that makes mid-game diplomacy matter. Taishi sits in an awkward spot in the series lineup - more accessible than its reputation suggests for complete newcomers, but a lateral step or mild regression for anyone who lived in Sphere of Influence. If Sengoku-period Japan and the idea of managing seasonal rice harvests while slowly engineering a multi-clan alliance before a decisive winter campaign sounds like your idea of a good time, there is enough here to keep you occupied for a long run. If you need tight mechanical feedback and a sense of momentum, the pacing will exhaust you long before Japan is unified.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:aaaGrand StrategySengoku PeriodResolve SystemTrade Zone ManagementSeasonal Resource AllocationDaimyo RoleplayMorale-Based CombatWorker PlacementHistorical AccuracyOfficer Management

Requisitos del sistema

Mínimos

OS
Windows® 10 Japanese Version 64bit
Memory
2 GB RAM
DirectX
Version 10
Network
Broadband Internet connection
Storage
10 GB available space
Graphics
VRAM 256MB over / VRAM 4GB over for 4K graphics
Processor
Intel Core2 Duo 1.8GHz or over
Sound Card
16 bit stereo, 48KHz WAVE file can be played

Recomendados

OS
Windows® 10 Japanese Version 64bit
Memory
2 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
10 GB available space
Graphics
VRAM 256MB over / VRAM 4GB over for 4K graphics
Processor
Intel Core i5 3.0GHz or over
Sound Card
16 bit stereo, 48KHz WAVE file can be played

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Información del juego

Desarrolladora
KOEI TECMO GAMES CO., LTD.
Distribuidora
KOEI TECMO GAMES CO., LTD.
Fecha de lanzamiento
29 nov 2017

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¿En qué plataformas está disponible NOBUNAGA'S AMBITION: Taishi?

NOBUNAGA'S AMBITION: Taishi está disponible en PC.

¿Cuándo se lanzó NOBUNAGA'S AMBITION: Taishi?

NOBUNAGA'S AMBITION: Taishi se lanzó el 29 de noviembre de 2017.

¿Quién desarrolló NOBUNAGA'S AMBITION: Taishi?

NOBUNAGA'S AMBITION: Taishi fue desarrollado por KOEI TECMO GAMES CO., LTD..