Daiteikoku:Game mechanics

Daiteikoku game system movie: Daiteikoku game system movie.js Daiteikoku is a game in which the player leads the Japanese Imperial Army, suppresses the other countries, and unites the world factions. The player directs the organization and combat of the fleet as Secretary of the Navy, Tsuyoshi Togo.

A single turn in Daiteikoku is divided into three phases:


 * Player Strategy Phase


 * Event Phase


 * Enemy Strategy Phase

Player Strategy Phase
The Strategy Phase is when the positioning of your armies and all other logistics are decided. In this phase you will mainly be planning your course of action for the future, constructing and researching new ships, and moving your fleets.

Situation Report

At the beginning of each turn you will receive a basic balance sheet with your empire's current total income. You will also be notified of all impending invasions, natural disasters and prevailing weather conditions.

Star Region Menu

Each region is represented by a blip that has a progress bar representing Public Peace. When full, the blip will flash purple. There will also be a number of stars based on how many admirals you have stationed in that Region, up to a maximum of 10. There is no limit to the number of admirals you may have stationed in any region. Click on any blip to bring up an information screen for that region.

The Star Region Menu displays the following:


 * Resources Income (on the left)


 * Technology Income (on the right)


 * Weather Conditions


 * Admirals stationed in the Star Region.

If public peace is too low you will receive no Resource or Technology Income. When you first conquer a territory the public peace will be low so you need to station admirals in there to increase it. Note that Yamamoto has a unique ability that further increases the rate of improvement of public peace.
 * Public Peace

Fleet Organization Menu

The first button from the left, on the bottom of the screen. Opening this menu will display a comprehensive list of all your admirals and their relevant stats. You may also assign ships to your admirals' fleets from this menu. Ships will be organised from the largest to the smallest class. For more information on the meaning of the relevant stats of each ship, please refer to the Ships article and the Combat section further down.

An admiral's character card will be arranged as follows:

Each admiral can be assigned a maximum of four ships, within the limits of their command points. A the cost of each ship doubles with its size class so a frigate costs 45 while a cruiser costs 90 and a battlecruiser costs 180, generally speaking. Each slot may or may not have a bonus associated with it, which will give a bonus or penalty to a specific stat of the ship that is assigned to that command slot, or to everything at once. If the bonus does not apply to the ship assigned (for instance, a missile cruiser in a slot with a laser penalty) then the bonus has no effect. Any unique special abilities that each admiral may have will be noted in their character card.

Shipbuilding and Research Menus

From the left, the second button on the bottom bar is your ship construction menu while the third is your research menu. These will allow you to spend Resource and Technology points to expand your fleets. These menus are arranged in largely the same way as the Fleet Organization Menu, simply click the ship you wish to build.

Constructing ships costs Resources only. Research costs Technology only. Depending on certain conditions within the game it is possible to get a discount or indeed a markup on the costs of both and production and research. When selecting a ship to construct, the game will display four values. Clockwise from the top left, they are the amount of the selected ship you have active, the cost to produce, the resale value, and the amount you have inactive. From the left, the buttons are build, scuttle and cancel.

Movement

Movement is done by opening the Star Region Map in a Region where admirals are stationed. Click the button at the bottom right corner of the screen, then select the region you wish to move to. From here select any number of admirals to move between the two regions. Admirals may be transferred both ways. Admirals may be moved up to two star regions per turn. Moving an admiral into enemy territory will initiate combat. You may not move an admiral into enemy territory if they have sustained any damage at all, but any admiral may take part in the defence of a region no matter how much damage they have sustained. All admirals regenerate health at a slow pace, the speed of which can be increased by building repair docks.

Disasters

Once you click End Turn any disasters are resolved. The most common of these are uprisings and attacks by space monsters. Uprisings are fairly simple battles that can be quelled by an admiral with a sufficient amount of frigates while space monsters are virtually impossible to defeat and have attacks that can hit your entire battlegroup at once, often resulting in defeat. When confronted by a space monster it is best to simply concede the territory. When the public peace of the area is reduced to 0 you can end its rampage with an event where Mikado will perform the banishing ceremony. Space monsters cannot hold territory.

Battles

Battles take place at the end of the Event Phase after all disasters are resolved. The tactical view will show the distribution of enemy forces. The objective of a battle is to fill the gauge at the bottom of the screen enough to ensure that the ensuing planetary invasion is successful. A minimum of 7 stars or 70% is required to win the battle.

Stars are accumulated by fighting admirals in battlezones that have blank stars under their names. As you wipe out their fleets, the stars will fill up. Select a battlezone to view the character cards for the enemy admirals and assign your fleets to each zone, up to a maximum of 4. You may have a maximum of 8 admirals on the battlefield and since you cannot reassign any admirals after the initial deployment, there is little point in sending more than 8 into a region. When you have finished your assignments click the button at the bottom right corner of the screen to close the menu.

At the top of the screen there will be a bar showing the number of phases. This is the battle's time limit. If each engagement is not resolved decisively the battle will go into its second or third phase, after which no one may take any more actions.

When you have completed deployments, the engagements will be resolved. There are four different weapon types: Starfighters, Lasers, Missiles and Cannons. Each one has priority over all the weapons that follow it, so starfighters will always strike first, followed by lasers, and so on. If no one fleet has a priority weapon then priority will be decided by which fleet has the highest radar strength. The turns are then resolved in descending order, by radar strength and then weapons. If a ship has multiple damage types in its fleet these are still resolved according to the priority order, the admiral merely gets more actions but the weapons do not all fire at once.

Once every ship has fired its weapons the engagement ends and proceeds to the next. Once all engagements have been resolved the phase ends. If you have filled the victory gauge enough you can attempt a planetary invasion regardless of the actual state of your forces. Simply click the button on the top right corner of the screen. Trying to do this when the gauge is below 70% will result in game over. Otherwise click the button at the bottom right and the battle will proceed to phase 2, with the remaining ships fighting further engagements until one side is completely wiped out.

You cannot retreat from battles so if you do not win, you may as well reload.

Admirals that participated in an engagement will get experience even if their fleets were wiped out, and they will regain health as normal after the battle without losing any ships in the process. When the experience bar fills up to 1000 they will advance to the next rank, generally increasing their fleet bonuses or reducing the penalties from assigning certain ships to certain slots. If the invasion was successful you capture the region immediately and will be asked to select a building to construct. This cannot be changed unless the region changes hands. You may only build one building in each territory.

Event Phase
Events are divided into character-specific events and generic events. In general, the menu is arranged so that events with major, empire-spanning consequences, such as asking Mikado to perform the banishment ceremony, will be placed at the top, followed by character-specific events and then small-scale generic events. Such events will yield benefits like extra resources or new admirals. Character-specific events allow you to deepen your relationship with your admirals. Pink-coloured boxes represent H-scenes which will confer a benefit upon the girl in question, such as extra command points.

Enemy Strategy Phase
Impending attacks are marked on the world map with a red alert beacon around the source of the attack. If the adjacent territory is a chokepoint, good for you, but if there is more than one territory adjacent there is no way to tell which one the AI will attack until it actually happens. Of course, once it does, the target never changes so you can reload a save from earlier in the turn and plan accordingly, if you feel so inclined. Defensive battles are resolved in the same way that invasions are, except that instead of invading you can click the button in the bottom left corner of the screen to retreat. If you fail to decisively win each engagement you will be forced to retreat no matter what the actual condition of your forces is.

Retreating or being defeated will result in a massive hit to the region's public peace. If it is less than fully secure, the region will fall under enemy control and your admirals will be returned to the nearest friendly region.