Clash of Clans 2: Emperor vs. Shogun (upd.27/03)

content auto translated from {from}

Japan, mid-19th century, the Boshin War. Forces supporting the idea of returning full power to the emperor openly opposed the shogun. Japan is fragmented and divided among numerous warring clans. Participants in the conflict strive, through military force and diplomacy, to achieve a goal: to unify the country under their command.

This historical period is the focus of the strategy [Total War: Shogun 2 - Fall of the Samurai](/games?search=Total War: Shogun 2 - Fall of the Samurai). GAMER.ru and "1C-SoftClub" invite you to participate in the Boshin War right now, in your browser window. Join a clan and lead it to victory by attacking the enemy, taking cover behind fortress walls, using ninjas, and forging alliances with other clans. Who will win – the shogun or the emperor? Or will we see the birth of a new state - the Japanese Republic? Now, it depends on you.

Changes Compared to the First 'Clan Wars'

Recommended for those who participated in last year's clan wars.

  1. The war is waged among users, with all clan members participating alongside the leader.

  2. The leader may allow their clan to fight but is not obliged to participate in the war personally.

  3. The number of people in the clan affects nothing except the number of potential participants. Everything depends on the personal activity of war participants both in 'Clan Wars 2' and in the life of Gamer.ru as a whole.

  4. The restriction on the number of attacks on the opponent has been lifted. Attack the enemy as long as you feel like it.

  5. The agent system has been reworked.

  6. New abilities have been introduced.

  7. Alliances have been implemented.

  8. A new ranking of clans and samurai.

General Provisions

Participants of the War

The war is waged among users who belong to clans – samurai. Each samurai owns their castle, commands a troop of soldiers, and can enlist the services of agents.

Peaceful Residents

A user is considered peaceful if their clan did not choose to engage in the war. It is forbidden to attack a peaceful resident and to send agents against them.

Declaration of War

To participate in the war, the clan leader on the game page ‘Clan Wars 2’ must choose a side (Emperor, Shogun, Republic) by clicking the ‘Join the War’ button.

Conditions for Victory

At the end of the war, two winners are selected – the war hero and the winning clan. The winning clan is the one that takes first place in the ranking. The user who earns the most glory (in individual competition) becomes the war hero. Winners are awarded special orders. Clan members who earn less than 50 points of glory during the war receive no awards, even if they belong to the winning clan.

Conflict of Interest

If the clan leader does not want to participate in the war, but the clan members do, the following can be done: 1) convince the leader to start the war, 2) establish a new clan with another leader. The forcible removal of the clan leader is not provided for.

Management Elements

All information about the progress of the war, as well as available actions, can be found on the page ‘Clan Wars 2’.

The 'Samurai Castle' Panel

The panel contains information about the player's state: alliance, player's rank in the glory rating, clan (level), clan's place in the clan ratings, attack and defense parameters, treasury status, list of available agents and tools. The buttons for managing the castle are also found there: tax collection, purchasing a battleship/machine gun, etc.

Samurai / Clan Rating

A universal section where the rating of samurai and clans is displayed. Switching between them occurs by clicking the header. You can also attack any of the samurai or direct your agents against the enemy here.

Chronicle of War

As the name suggests, the chronicle records the events of 'Clan Wars 2': battles of samurai and unsuccessful actions of agents. Information about successful sorties of agents is visible only to the owners of those agents. Clicking on the header shows the 'Personal Chronicle,' where only events that happened directly with you are recorded.

The 'Clan War' Panel (Player Profile)

The panel contains brief information about the state of the clan: position in the ranking, combat glory. Buttons for interacting with the player are also located there.

Troop Parameters

The parameters of the troops commanded by a samurai in battle, as well as other information, are displayed on the 'Clan Wars 2' page in the 'Samurai Castle' panel. The parameters are visible only to the samurai (i.e., the player) and may be known to another player if their geisha successfully completes a mission for espionage.

Alliance

The leader of the clan chooses the alliance when entering the war. Belonging to an alliance is mandatory and gives bonuses to each clan member:

• for the emperor: +20 koku when collecting taxes;

• for the shogun: +1 to defense;

• for the republic: +1 to attack.

Combat Glory

Used to form the ranking of samurai and clans. Earned only through military victories. Lost due to defeats in battle and unsuccessful actions of agents. For each day of inactivity, the samurai loses 1 point of glory. Clan glory accumulates from the glory of its members. Minimum value: 0. Starting value: 0.

Treasury

Measured in koku. Spent on military needs and hiring agents. Minimum value: 0 koku. Maximum value: unlimited. A bankrupt clan cannot conduct military actions, hire spies, and becomes an easy target for the enemies. To replenish the treasury, taxes must be collected daily.

Attack

An abstract parameter that determines the success of attacking the enemy. Base value: 10.

Depending on the level of the clan of which the samurai is part, he gets an advantage: 2-4 level: attack +1, 5+ level: attack +2. The parameter can be worsened by a successful enemy sabotage.

Defense

An abstract parameter that determines the success of repelling enemy attacks. Base value: 10. Depending on the clan level, the samurai receives an advantage: 3-5 level: defense +1, 6+ level: defense +2. The parameter can be worsened by a successful enemy sabotage.

Military Actions

Engaged in a war for power over Japan, a samurai can take advantage of several options.

Attack the Enemy

Activated in the 'Samurai Rating' on the 'Clan Wars 2' page.

Costs: the attacking samurai spends 30 koku, the defending - 15 koku.

Frequency of use: unlimited.

In case of a successful attack, the attacker gains combat glory (+5), the defender loses it (-3). When attacking a clan member, a glory penalty of 10 points is imposed regardless of the success of the attack. When attacking an enemy whose combat glory is 10 points higher than yours, in case of victory, you will receive 8 points of glory. When attacking an enemy whose combat glory is 10 points lower than yours, in case of victory, you will receive 2 points of glory.

If the samurai is subjected to 10 attacks within 1 day, they are considered "weary," and a successful attack on them will yield only 2 points of combat glory. The status "Weary from Battles" is shown in the samurai ranking.

In the event of a failed attack, the defender counter-attacks. If the counterattack is successful, the defender gains combat glory (+4), and the attacker loses it (-4). A failed counterattack has no negative consequences for the counter-attacker.

The more significant the difference between the attack of the attacker and the defense of the defender, the higher the likelihood of the attacker’s victory. However, luck may smile upon the weaker troop: bad weather, an upset stomach of the battle horse, and other inconveniences can lead to the weak defeating the strong.

Take Refuge in the Castle

Activated in the 'Castle' panel on the 'Clan Wars 2' page.

Costs: 20 koku.

Frequency of use: unlimited.

The samurai and their fighters hide in the castle: an increase in defense by 2 points. If the samurai attacks someone, the defense bonus will be lifted. Counterattacking from the castle is impossible.

Send a Ninja

Activated in the 'Samurai Rating' on the 'Clan Wars 2' page.

Costs: 10 koku.

Frequency of use: unlimited.

The ninja carries out sabotage in the enemy camp.

Possible outcomes:

• the sabotage is successful, the attacked samurai receives a slight decrease in attack and/or defense characteristics for 1 day;

• the sabotage succeeds, damaging battleships and/or Gatling guns, bonuses for their use are immediately lifted;

• the ninja fails and escapes;

• the ninja fails, is caught, and the samurai who sent the ninja suffers a reputational loss.

The more destruction the ninja causes, the lower the chances for success in the next sabotage.

Send a Geisha

Activated in the 'Samurai Rating' on the 'Clan Wars 2' page.

Costs: 5 koku.

Frequency of use: unlimited.

The geisha infiltrates the enemy's castle and attempts to gather information about its status: defense and attack parameters, what agents are currently available. The obtained data is published in the player's 'Personal Chronicles'.

Possible outcomes:

• the geisha obtains accurate data;

• the geisha obtains inaccurate data, misleading her employer;

• the geisha learns nothing.

Send a Kunoichi

Activated in the 'Samurai Rating' on the 'Clan Wars 2' page.

Costs: 8 koku.

Frequency of use: unlimited.

The kunoichi stealthily infiltrates the enemy camp and attempts to cause trouble.

Possible outcomes:

• neutralizes enemy geishas for 1 day;

• neutralizes enemy kunoichi for 1 day;

• neutralizes enemy ninjas for 1 day;

• neutralizes one enemy fighter, slightly reducing the troop's attack for 1 day;

• causes a fire, slightly reducing defense for 1 day;

• neutralizes a samurai - they cannot attack for 1 day;

• deceives the enemy, and they cannot take refuge in the castle for 1 day;

• steals 30 koku from the enemy's treasury and hands it over to the owner;

• fails the mission and escapes;

• fails the mission, gets caught by the guard, damaging the employer's reputation.

The more harm the kunoichi causes, the lower the chances for success in the next sabotage.

Strengthen the Guard

Activated in the 'Castle' panel on the 'Clan Wars 2' page.

Costs: 20 koku.

Frequency of use: once a day.

For 24 hours, it halves the chances of success for enemy agents' sabotage.

Battleship

Activated in the 'Castle' panel on the 'Clan Wars 2' page.

Costs: 2 GG

Frequency of use: purchased in singular.

Duration: until a successful ninja sabotage.

The samurai purchases a flagship battleship from Western powers. +3 to attack. -10 koku when collecting taxes.

Gatling Guns

Activated in the 'Castle' panel on the 'Clan Wars 2' page.

Costs: 1 GG

Frequency of use: purchased in singular.

Duration: until a successful ninja sabotage.

The samurai fortifies their castle with machine guns. +3 to defense. -10 koku when collecting taxes.

Collect Taxes

Activated in the 'Castle' panel on the 'Clan Wars 2' page.

Costs: 30% of the user's energy.

Frequency of use: unlimited.

Gives the samurai 100 koku. Imperials receive a bonus of 20 koku for each tax collection. When collecting taxes, costs for machine guns and battleships are automatically deducted, if this equipment has been purchased.

Take a Loan

Activated in the 'Castle' panel on the 'Clan Wars 2' page.

Costs: 1 GG.

Frequency of use: unlimited.

The samurai receives 100 koku.

Rescue Service

Activated in the 'Castle' panel on the 'Clan Wars 2' page.

Costs: 1 GG.

Frequency of use: unlimited.

Neutralizes the last negative effect from sabotage.

Telegram

Activated in the 'Castle' panel on the 'Clan Wars 2' page.

Costs: 3 koku.

Frequency of use: unlimited.

The samurai informs all participants in the war of whatever they wish to convey (to insult a traitor, laugh at the defeated, tell what their spies have learned). The text is displayed in the war chronicle.

Diplomacy

Diplomacy should be employed alongside agents and armies. A joint attack on the enemy or prolonged terror through sabotage will yield much more fruit than solitary skirmishes. Negotiate alliances and coordinate actions through personal messaging systems, messengers, or email. No one and nothing but your conscience controls your actions: only you can decide whether to fulfill the agreements made or betray an ally and stab them in the back. Nevertheless, do not forget: the fiercest enemies are your former friends.

Glossary

Boshin War (War of the Year of the Dragon) - a period in Japanese history in the second half of the 19th century, during which the country was engulfed in civil war initiated by opposing clans.

Koku - a traditional Japanese measure of volume, approximately equal to 180.39 liters. Historically, koku was defined as the average amount of rice consumed by one adult person in one year. The weight of 1 koku of rice is approximately equal to 150 kg. The number of koku of rice was also a primary measure of wealth and served as a monetary equivalent in medieval Japan. For example, a samurai's salary was determined in koku, and the productivity of provinces was also measured in koku.

Shogun (abbreviated from seii tai-shogun, literally - great general who subdues the barbarians), initially a military title awarded to commanders of troops. Subsequently, shoguns came to refer to military-feudal rulers of Japan who governed in the name of the emperor.

Emperor - nominally the supreme ruler of Japan. During the Sengoku period, the emperor did not possess actual power, serving merely as a spiritual leader and embodiment of the gods on Earth. The Boshin War was initiated by supporters of restoring power to the Emperor.

Samurai - a military class in Japan.

Ninja - a reconnaissance-saboteur and hired killer.

Kunoichi - a term denoting female ninjas. Kunoichi were trained differently than male ninjas, with their training focused more on stealth, knowledge of poisons, and the use of feminine charm.

Geisha - a girl who entertains her clients through dance, singing, conducting tea ceremonies, and conversation. Geishas were regularly used for espionage.