![]() ![]() Both the player and opposing AI assume the role of the ‘Daimyo’: local-lords who control provinces of Japan with a need to conduct both diplomatic strategy alongside military movements. ![]() The original Total War is set in 1530, during the Sengoku Jidai period of feudal Japan: a time largely popularised in contemporary fiction by the works of Japanese film director Akira Kurosawa, with films such as Kagemusha, Seven Samurai and Ran proving influential on the design and development of the game – with clips of the latter being used as part of the games cinematics. The first entry in the franchise, Shogun: Total War, balances the combat simulations that strive for realism and authenticity, alongside the political strategy that is aimed to give context and stakes to each conflict. In addition, the combat juggles between micro and macro levels: requiring not only AI control of individual units, but more abstract control of unit types and managing the combat formations and troop deployments on the battlefield at runtime. So what makes Total War so special and challenging for an AI system? Creative Assembly’s strategy series is interesting in that it combines multiple modes of strategic gameplay into a single game: with players managing turn-based resource management and political strategy alongside real-time combat with large scale armies. Here is a small piece of the article to get you interested: ![]()
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