Daiteikoku:Disasters

Disasters
The main disaster sequence (Nubonubo, Locust, Hurricane) are interchangeable. The first possible encounter is on turn 13, and then every 13 turns afterwards. Yokozuna always appears as the 4th and last of the main line.

However, the 3 disasters will not show up if you have 8 or fewer territories, thus delaying to the subsequent 13th turn (this can be a disadvantage if you were relying on the commemorative ship rewards to increase your firepower, or an advantage if you are not ready to face them or Yokozuna.)

Disasters will remain at the same planet until the public peace of the region hits 0. Universe Yukozuna, however, is an exception, and will disappear after a single attack. Each attack reduces public peace by 3 and they will steal a percentage of your resources (usually 10%) if they defeat you at 0 peace.

500 Experience You will always receive 500 experience for all of your admirals when you defeat a disaster. Unlike other battles, where admirals gain a certain amount of exp - their level * a multiplier, this 500 experience is a flat bonus, so it's disproportionately useful on higher level admirals.

Nubobo Bacteria
Encounter:

First possible encounter in turn 13 in place of Universe Hurricane or Universe Locust Swarm. 1 of the 3 will then hit again on every 13th turn (13, 26, 39, etc). If player doesn't have 8 planets, it is put off.

Reward:
 * All admirals get 500 experiences
 * Commemorative warship "Bacteria"

Strategy:
 * Early on the game: Ozawa, Shibagami, Tougou or a few others can solo the 240 and 480 by having higher radar. Doenitz with a decoy can take the 720 while Tanaka with DD-THNDR-63s can take the 960 with a decoy (just reload if the nubobo hits him)
 * Mid game (tech level 2): 10x Type 1 submarines and suicide admirals in 4x courier ships
 * Mid game (tech level 3): at this point, it should be easy to preemptively destroy them all with carriers or use italins with a decoy

Other Notes:
 * The commemorative warship has 300 laser attack with only 30 command point cost, making it one of the best laser ships early in the game.
 * Nubobo will take 3 peace bars per turn, and you will lose 10% of your RES if your planet hits 0 peace before it disappears.

Universe Hurricane
Encounter: First possible encounter in turn 13 in place ofNubobo Bacteria or Universe Locust Swarm. 1 of the 3 will then hit again on every 13th turn (13, 26, 39, etc). If player doesn't have 8 planets, it is put off.

Rewards:
 * All admirals get 500 experiences
 * Commemorative warship "Hurricane" (AL1 : -300 Laser Damage for 30 cp)

Strategy:
 * Early-game: Bring the strongest missile and submarine you have as it can only kill 1 fleet per turn
 * Mid-game (tech level 3): 1 fleet with greater anti-laser (-600 damage) and 3 fleets of submarines

Other Notes:
 * The commemorative warship has lesser anti-laser with 30 command point cost, useful if you still haven't researched anti-laser ships yet.
 * Hurricane will take 3 peace bars per turn, and you will lose 10% of your RES if your planet hits 0 peace before it disappears.

Universe Locust Swarm
Encounter: First possible encounter in turn 13 in place of Universe Hurricane or Nubobo Bacteria. 1 of the 3 will then hit again on every 13th turn (13, 26, 39, etc). If player doesn't have 8 planets, it is put off.

Rewards:
 * All admirals get 500 experiences
 * Commemorative warship "Locust Swarm"

Strategy:
 * These are the hardest of the three interchangeable disasters and they give you the least useful commemorative ship. It's advisable to simply reload your game if they appear first or second, until you get the Nubobo Bacteria or Universe Hurricane.
 * If you do run into them before tech level 3 and without fish ships, you might just want to ignore them. Buy some ships beforehand to minimize your res loss.
 * PROV decoy with AL2 + AL1 - If you can equip an admiral with a PROV ship and AL3 (or AL2 for the smaller one), you can give the rest of your admirals DD-THNDRs, making it easier to defeat them in 1 round. (Requires tech level 3 in first games, but in second games, you can do this with Fish and Pluepet's Dark Aegis before hitting tech level 3)
 * Decoy (with anti-laser) + submarine - ensure you win in 1 round (requires tech level 3)
 * Sandstorm: The ideal scenario is if you can isolate them in a sandstorm and you have either Manstein or Shimeru to nullify their cannon damage. With an AL2 and submarines, they can easily take care of the locusts without taking any damage.
 * RNG: If you can't carry out any of the strategies above and run into the locusts early, you can simply rely on RNG, with decoys and non-sub admirals. It's messy and you will likely be reloading your game a few times.

Other notes:
 * Locusts will take 3 peace bars per turn, and you will lose 10% of your RES if your planet hits 0 peace before it disappears.

Universe Yokozuna
Encounter: Every 13 turns hit a random star region. First encounter around turn 52.

Rewards:
 * All admirals get 500 experiences
 * Commemorative warship "Yokozuna"

Strategy:
 * Yokozuna will likely be one of the hardest battles you face. He appears as the 4th disaster, which can be as early as turn 52 and he's very difficult to defeat without either specific weather effect + admiral combinations or at least tech level 4.
 * If you are having trouble with him, you should really just let him defeat you and disappear. Buy some ships before hand so that his 20% res doesn't hit you so hard, and all you miss out on is 500 exp and his commemorative ship, which is hard to use effectively in most playthroughs anyway.
 * If you want to defeat him but don't want to rapidly increase your planet count and tech level, thus making everything else harder, consider keeping your total planet count under 8 until turn 13 or 26 so that the disasters are delayed and you see him later on.
 * The most reliable way to defeat him is to use mass aircraft carriers dealing 1650 each (Tougo and Ozawa can further boost this). However, aircraft carriers are costly and CP heavy, thus making it a rather tough setup.
 * Otherwise, you'l likely need some kind of RNG and a set up to counter him - these strategies generally work better with lower planet count:
 * M.Base: you must build it at least 1 turn in advance of Yokozuna's appearance - won't work on the turn it's built). With this set up and Tanaka along with another admiral with cannon or all stat bonuses, you can defeat Yokozuna with DD-THNDR-83s and 6 decoy commanders with Kabukis (provoke skill).
 * Man Hell: With Femu beko, Yokozuna will deal 0 damage. Have 4 fleets with female admirals and the strongest attacks you can have (DD-THNDRs most likely).
 * Freezing: Same as man hell, except you need an anti-freezing ship but has the advantage of being able to use male admirals
 * Abnormally Transparent: Mass heavy aircraft carriers. You get a total of 6 attacks so each fleet only needs 833 fighter damage (will be doubled).
 * Pollen: Anti-laser renders Yokozuna to 1 kill per turn, giving you 9 full hits of fighters OR missiles.

Comments:
 * The commemorative warship from Yokozuna has 9990 health, making it the toughest tank. However, with 540 CP cost, only Reltih, Itou, Hanny or an upgraded Zhukov, Lolikov or Koga/Yamamoto (a few other options if the Love clear bonus is taken into account) can actually use it. Has some use against cannons, but otherwise rather useless.
 * Suggestion is only really to use it with a Love Bonus cleared Reltih or on Hanny the Admiral (see screencap with Hanny, but note that unless you raise his level to 10, his negative bonuses make him quite ineffective)大帝国_20131103_153041.jpg
 * Consider using it with any of the above admirals along with 3 submarine admirals against the Ghost Hanny hidden boss
 * Yokozuna will take 3 peace bars per turn, and unlike the other disasters, you will lose 20% of your RES if your planet hits 0 peace before it disappears.

Zalamander
Encounter: If you go on the Dokutsu route, but do not conquer Ise-Shima in time, Dokutsu will occupy it instead. After you are at war with them again, you can find Zalamander in Ise-Shima, accompanied by two additional fleets.

Rewards: Strategy:
 * Ise-Shima I suppose.
 * The weather can be a problem here if you only get sandstorms which reduce cannon and aircraft damage significantly. I haven't seen the weather effect actually end during about 10 turns, so I suggest you plan around it.
 * The easiest way is using a 1200 barrier fleet with a dust-resistant ship as well and then sinking Zalamander with subs.
 * Another approach is using subs too, but stationing Tougou with Superb Tactician to decrease the damage reduction to 50%, much more managable. With advanced subs, you can kill Zalamander sandstorm nonewithstanding.
 * Alternatively, you can employ laser/missile fleets. 900 laser barrier isn't hard to get and with commanders with sufficient CP and fish ships, you could manage to deal the 2160 damage/turn you need, as you only need each commander to be able to deal 540 damage with lasers or missiles, less if you use Tougou. That's assuming you have a maximum peace territory nearby, otherwise the equation changes to 3240 and 810.
 * Lastly, you could just try to get 4 stars and kill the other two fleets, but that's boring, right~
 * You get assistance by whoever of Ise-Shima you chose to help if you got the choice, but they will not join you afterwards. You cannot modify their fleet, but they should be strong enough to take out one of the accompanying Dokutsu fleets.
 * Or, for extra fun, aim to use Charlotte Parthenay in this fight, as her skill and recruitment are practically made for this fight. She will, however, need a lot of babysitting to be useful.

Fugaku
Encounter: After seeing the first divine wind ritual where Fugaku is sealed and X turns, a start of turn event will mention that Fugaku is going to appear again. The divine wind ritual event will appear in the event phase. If you do not activate this event within 3 turns, Fugaku will appear in Japan. If the ritual is triggered, Fugaku will reappear after X turns. Unlike other disasters that reduce Peace by 3, Fugaku reduces Peace by 2 per loss. If Fugaku reduces Japan's public peace to 0 then you will lose 80% of your RES.

Rewards: Strategy:
 * None
 * 1 fleet with -1500 anti-laser (2 great barrier and 1 barrier is enough... 1 great barrier and 1 barrier if you use Unagi Banra) and 3 fleets of submarine

Eazauna
Will first appear on turn 43 and again every 12 turns if you don't defeat it Rewards: Strategy: Other notes:
 * 500 XP to all admirals.
 * Keeping a commander with four AL2 ships and a number of commanders with submarines allows you to avoid having your entire fleet get mowed down. All this requires is commanders who do not have locked slots (or Doenitz if she's nearby).
 * Or catch him in an area with Pollen (often Rabaul) and he's a sitting duck. Beat the crap out of him with all the cannons you've got!
 * Or if possible use Unagi Banra with 2 great barriers equipped and all other 3 submarines, so you can safely take him out without breaking a sweat (you probably won't want to wait that long).
 * You can 1v1 Eazauna with Mikado+Fugaku, recruitable on the non-Japanization route
 * If you lose all public peace, Eazauna will take 30% of your RES and appear again every 19 turns.

Virginia
Appears after the CORE revolt, after taking Washington.

Strategy:
 * Not that hard (really), optimize strategy to your liking.

Nigayomogi
Nigayomogi will appear in a star field with Kondratenko when you attack Moscow and then again when you attack Russian Plains. Although Nigayomogi will not scale, Kondratenko does scale like other enemy admirals based on your planet count. If you annihilate Nigayomogi in Moscow, they will not appear in Russian Plains.

Strategy:
 * There is no particular benefit from annihilating Nigayomogi. You will however have to fight them if you don't trigger Operation Unthinkable, since the other star fields in Russian Plains only give 7 stars.
 * Make sure to protect your barrier ship from Kondratenko's missiles
 * Although defeating Nigayomogi has no bonus, if you want to recruit Kondratenko, you will have to annihilate him in the same star field when invading Russian Plains.
 * You can complete nullify Nigayomogi's lasers with a few different methods:
 * As Kondratenko carries the CM ship, you can annihilate him before Nigayomogi's first attack, which will reduce damage by 50%. Unagi Banra will take no damage with her skill + freezing.
 * Unagi can otherwise tank the full 1920 with 2 AL2 ships and still have space for lasers to take down Kondratenko
 * A theoretically possible combination is to give Unagi one of Nozomi's AL3 ships (requires giving Nozomi Love) + 2x AL2 + a PROV ship, and you can simply give your other admirals DD-THNDR ships to easily take it down.
 * Otherwise, 4 AL2 ships will work on anyone to block the damage, consider carrier subs to take down Kondratenko before he attacks.

Gawatsgar Vu
Gawatsgar Vu is the guardian of Shikoku, controlled by Tolca, the Monster Princess. Boasting the highest HP in the game, Nigayomogi is otherwise... a bit lame. Not only is there no bonus in defeating Gawatsgar Vu, but you actually get penalized for doing so, since you can't complete Tolca's events and get Mikado's Fugaku form if you defeat it. Additionally, because their HP is so high, you can't defeat it early on, but conquering Shikoku (which occurs automatically if you take London) will cause them to disappear. So if you want to fight this hidden boss, you'll have to leave Shikoku for most of the game and avoid conquering Aeris.

Strategy:
 * Their HP is so monstrous, you can't see it all. The battle screen has a limit of 9999HP, so it might be confusing to see your attacks not registering until you bring it down under 9999.
 * Their damage output, on the other hand, is pitiful. You just need a single AL3 from Nozomi or an AL2+AL1 combo to handle it. Getting your damage in, however, is another story.
 * Actually annihilating Gawatsgar Vu requires major damage output. You will only have 3 phases to do so, but even 3 admirals with M100 subs (generation 6) will only put out 17,280 damage over the three rounds. Even using 6th gen DD-THNDRs will only give you 19,480 with 3 admirals equipping 4 each. So you have to get a bit creative. There are various good options to use. Some stellar options are:
 * Unagi Banra a PROV ship + 2 AL2 ships + 1 DD-THNDR can tank all hits and still do 3,168 damage at level 10.
 * Tanaka can be a game changer here. Get him to level 10 and you don't even need extra CP to give him 4 THNDRs for 3,240 damage per round, giving you 9,072 just on his own.
 * Tougou with STac can then boost damage by 20% as well as do 7,470 damage (before multiplier)
 * Mel to Laden with a damage boosting skill can be tremendous, even more so with the Love clear bonus. Without love, and STac copied from Tougou, she can further boost all damage by 20% and do 7,128 damage. With Love, she can output 8,424.
 * With the above combination, you'll do 37,573 damage, which is far above what you need, so don't worry even if you don't have all of them.
 * Ironically, you won't have Shikoku Gov in this fight... when his skill would have been at its most useful. Shibagami and Mikado have a knock-off version but also a fixed ship that ruins their potential here.

Universe Monster Almaz
Encounter: After the Event "Burning down a church", Appears in Chernob.

Stats:

Note: Game Over if defense fails.

Ghost Hanny
Ghost Hanny, likely a self-insert by TADA the lead developer of Daiteikoku, is another hidden boss that is completely optional to face. You will find it in Amazon in a starfield all on his lonesome. The star field gives a massive bonus 82,100 RES if you can take it, but considering you will likely be unable to do this until near the end of the game... Defeating Amazon without annihilating it will cause it to disappear.

Strategy:


 * With Wide and 8,210 laser damage, Ghost Hanny is perhaps the hardest fight in the game (along with Gawatsgar Vu). Since you can't recruit Nozomi before fighting him, you can't use AL3 ships. Even Unagi with 4 AL2 ships will only block 6,505 damage, and will get one shot by the remaining 1705. Add on his wide, and you are forced to use submarines.
 * You have two ways to approach this fight:
 * Use the Yokozuna (best options are on Reltih, Hanny the Admiral or Itou-kakka though cleared Koga/Lolikov/Zhukov can barely equip it) to tank 2 shots. 8,210 damage output is easy across 2 rounds with cannon subs. This can be done relatively early in the game.
 * Use an aircraft admiral as decoy + 3 sub admirals to take Hanny out in 1 round in generation 6. You can do this with a 1,728 carrier output Reltih + 2,208 Tanaka equipping at least 3 M-100s and other admirals with cannon bonuses, namely Scarlet and Lydia. Mel to Laden with an STac or other damage multiplying skill can also make this fight a lot easier though you'll want her at level 10 and potentially with the Love clear bonus