
The second game in the series, "Nobunaga's Ambition-Nation" was released in 1986. It became the first of the series to be released outside of Japan under the name, "Nobunaga's Ambition." Players take the role of one of the main characters of the period, Nobunaga Oda, Shingen Takeda, Kenshin Uesugi, or others and try...
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese
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久々に昔の全国版をやりたくなって購入しましたが・・・ 昔PC88でやりこんだんですが、何この敵の思考ルーティン全く違う まず近隣の敵が目の敵に攻め込んで来ます それも自爆特攻で、撃退すると、その攻め込んだ弱った敵が周りの敵に攻め込まれて負ける そしてすべての敵が悪政からの謀反で滅亡し日本がぐちゃぐちゃに それでも頑張って自軍を広げ、内地をPCに委任の生産国、商業国にすると悪政を引いて忠誠度が50以下に てか昔はバグ技あってPCの委任が上げた税率を1%に下げて忠誠度をあげるという技ありましたが、無くなり 単なる税率5割上げの忠誠度ダダ下がりの反乱コンボ これゲームになってませんよすべての国を自分で毎月やれ?ですか 自分ところのメーカーの出世ゲームでしょう、リメイク出すならきちんと作れよと ずっとCIVI等の洋ゲーに行ってましたが、昔のバージョン方がまともに動くとは・・・ 懐かしい思い出で買いましたが2度と買いません 金の無駄でした
昔友達の家で88版を遊んでいてその時は思い切り遊べなかったので懐かしさで買いました。 この移植版は98版をもとにしてあるようなのでそのままではないんでしょうが絵も音楽も当時の記憶が蘇ってきて非常に懐かしいです。 私の攻略法としては序盤は防衛しながら国力をためて余裕が出たら戦争。うまく敵の手が届かないところに生産国を置いてさらに国力をためて大兵力を生み出して徐々に攻め上るという感じです。 当時は攻略サイトもなく、手探りでいくらやってもすぐにゲームオーバーでしたが今は情報もあるし動作もサクサクで遊びやすいと思いました。 当時と違うと思う点は、属領命令で生産国にしてからは、ほったらかしで良かったような記憶のところ、この移植版はそれなりにケアをしないと謀反や一揆がおきやすくなっていると感じます。これは難易度調整が入っているからかなと感じました。 あと現代のゲームをやっていると数十国のマネジメントが非常に面倒で、生産国を放っておけないシステムのおかげでだんだん面倒になっていきます。私はエリアごとに直轄地を置いて目を光らせて進めています。 毎ターンセーブをしておくと病気や謀反が起きた時ロードしなおしてリカバーしやすいとおもうのでこちらをお勧めです。 序盤は町の価値を高めてお金をたくさん稼ぎ、また投資といったサイクルをうまく乗せるとよいようです。町を造るや開墾をすると秋にすぐ収入に変わるのでこれが効きます(現実にはあり得ない!)米はほどほど町の価値を上げてうまく財テクしましょう。 あとは健康第一ですね!サクッと17国モードで遊ぶのもお勧めです。大雑把ですが今でもぎりぎり遊べます
領土を拡大して自国が増えて、属領命令で「商業国」「生産国」でコンピューターに任せてみた。 1000以上あった金が10程度に減り、200、300くらいあった民忠・民財も50から一桁まで下げられて、一揆がおきて国が滅びました泣 仕方なく直轄地で進めてクリアしましたが、手間がかかりやり難い(-_-;) あと、マニュアルには「タイトルに戻る」があるようだが、実際にはなくて起動しなおしていました。
*NOBUNAGA’S AMBITION: Zenkokuban*, developed and published by KOEI TECMO GAMES CO., LTD., is a foundational entry in the grand strategy genre that showcases the early blueprint of systems Koei would refine for decades. Set during Japan’s Sengoku period, the game places players in control of a daimyo striving to unify a fractured nation through a combination of governance, diplomacy, and warfare. Rather than focusing on cinematic storytelling or accessibility, it leans heavily into simulation, presenting a dense, methodical experience that demands patience and careful planning from the outset. The structure is turn-based, with each cycle representing a period of administrative and strategic decision-making. Players are responsible for managing their domain in a holistic sense, balancing economic growth, military readiness, and public stability. Agricultural output must be nurtured to sustain populations and armies, taxation must be handled carefully to avoid unrest, and resources must be allocated with long-term consequences in mind. This constant interplay between internal development and external ambition forms the backbone of the game, reinforcing the idea that conquest is only possible when the foundation beneath it is stable. What distinguishes *Zenkokuban* from simpler strategy titles is its scope and the way it treats expansion as a gradual, often fragile process. Japan is divided into numerous provinces, each with its own strategic value and challenges. As players extend their influence, the complexity of managing multiple territories increases significantly. Decisions about troop movement, resource distribution, and regional priorities become more demanding, often forcing players to think several steps ahead. Overextension is a real risk, and the game does not hesitate to punish careless expansion with instability or loss of control. Diplomacy adds another layer of depth, allowing players to interact with rival clans in ways that go beyond direct conflict. Alliances, negotiations, and political maneuvering can shape the balance of power, sometimes offering alternatives to outright युद्ध. At the same time, internal politics cannot be ignored. Maintaining loyalty among subordinates and ensuring the satisfaction of the population are ongoing concerns, and mismanagement in these areas can undermine even the strongest military position. This dual focus on internal cohesion and external strategy gives the game a sense of realism that remains compelling despite its age. Combat, while present, is not the sole focus of the experience. Battles are influenced by preparation, resource availability, and the broader strategic context rather than intricate tactical mechanics. Success often depends on the groundwork laid during earlier turns—how well armies are supplied, how effectively territories are managed, and how wisely resources are invested. This emphasis on preparation over moment-to-moment tactics aligns with the game’s overall philosophy, where long-term planning outweighs immediate action. The game’s presentation, however, reflects its origins and can be a significant barrier for modern players. The interface is heavily reliant on text and menus, many of which lack intuitive organization. There is little guidance provided, leaving players to learn through experimentation and, at times, frustration. The pacing is slow and deliberate, with progress unfolding over extended periods rather than through rapid developments. For those accustomed to modern strategy games with streamlined systems and visual feedback, this can make the experience feel opaque and demanding. Visually, *Zenkokuban* is minimal, prioritizing function over form. Its graphics serve primarily as a means of conveying information, and while they lack detail or flair, they are consistent with the design priorities of its time. The absence of visual spectacle places greater emphasis on the underlying systems, which remain the true focus of the experience. For players willing to engage with those systems, the lack of polish becomes less of an issue over time. Ultimately, *NOBUNAGA’S AMBITION: Zenkokuban* is a game that rewards dedication. It does not attempt to ease players into its mechanics or provide immediate gratification; instead, it offers a deep and uncompromising simulation that reveals its strengths gradually. While its dated interface and slow pacing may limit its appeal to a broader audience, it remains an important and engaging example of early grand strategy design. Rating: 6/10
ある程度の攻略法と呼べるものはあるが、それはさておき最序盤が運ゲーすぎる スペースキー連打して能力値を決めて、自分の命令が来る前に 身に覚えのない一揆や謀反で殺されるのはいくら昔のゲームでも理不尽が過ぎる これより理不尽なのなんてコイン投入直後に天和かましてくるスーパーリアル麻雀くらいでしょ 今わざわざ遊ぶようなものじゃございません
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