----------------------- Daisenryaku Perfect FAQ -----------------------
Version 0.9; last updated 6/18/04 Written by Jack Power Questions, additions, and comments can be directed to JackPower "at" aol "dot" com with "Daisenryaku" in the subject line.
Version history 0.5; 7/8/03 Initial release 0.7; 10/23/03 Added corrections and clarifications, country and unit overviews 0.8; 12/18/03 Made a few minor corrections, added the remaining unit type and country overviews and a few more hints 0.9; 6/18/04 Tweaked a few things, and added more important info about games in this series
This document contains Japanese characters in Shift JIS format.
-------- Contents -------- Introduction Game overview System requirements How to play Japanese PC games on Western Windows Playing the game Setting up a game Building an army Holdings Taking action Engaging the enemy Maintaining your forces Victory Conditions Production types Unit types High sky Low sky Ground Surface Subsurface Special traits Rules Hints and tips Recources News Special thanks Legal info
------------ Introduction ------------ The purpose of this faq is to provide basic information about the Windows PC game Daisenryaku Perfect (henceforth DSP) for the English-speaking community. DSP was released in Spring 2003 for a suggested retail price of 9800 yen. Although it may be rather obscure compared to some import games, it's such an outstanding strategy game-- with no real equal or equivalent in the West-- that it deserves to be known outside of Japan. I wrote the portion of this guide that covers actual gameplay with the assumption that the reader: A) Has some knowledge of the Japanese language, as this game is not import-friendly, or B) Has some knowledge of the military of some country or another, or C) Has both A and B (preferred).
------------- Game overview ------------- DSP is a turn-based modern tactical/strategic warfare simulation. It is the latest and most complete (hence, "Perfect") title in the series of Daisenryaku ("great strategy") games. Daisenryaku games have been released for nearly every console, including SNES/Super Famicom, Genesis/Megadrive, Game Boy, Dreamcast, Playstation 1 and 2, not to mention at least 7 previous editions on the PC. It features over 700 real life military units from 16 countries, the majority being modern (post-1980's) hardware. If you've played any of the older Daisenryaku games, or any other strategy games with a hex map like Conflict or Advance Wars, you'll have a good idea of what to expect. But compared to everything else (except the legendary Harpoon series), this game is much deeper.
The game can be played by up to 8 players on the same computer, either cooperatively, competitively, or a mix of both. A new feature to the series, games can be played through e-mail.
The limited edition version of this game comes with a mouse pad (with nice artwork of a Leopard MBT), and an index booklet with most of the units in the game.
------------------- System requirements ------------------- -Windows 2000/XP/ME/98/95 (should be Japanese edition, but there are ways around that) -PII 266Mhz processor or better, PIII 400 recommended -800MB of free disk space -CD rom drive (CD must be in drive to run too) -1024 X 768 16bit high color monitor
Note: DSP runs in a window, not fullscreen like most newer PC games. For whatever dumb reason, there are no scroll bars on most game windows and you won't be able to see everything being displayed unless your monitor is at 1024 X 768 resolution. Personally I hate that resolution, but YMMV.
------------------------------------------------ How to play Japanese PC games on Western Windows ------------------------------------------------ This is probably the most important issue. The Japanese text in the game (and also in the installation screens) will come out as gibberish on an English OS. You can probably install the game on any Windows system without much trouble if you can guess where to click your mouse, but the game will be fubar when you play it because all the text except simple alphanumerics and everything in the all-important toolbar will be unreadable.
There are three ways to fix this and run the game (and any Japanese PC game) properly. 1) Get Windows 2000/XP. It has a built-in global IME which supports all langauges in all applications... for the most part. Windows XP runs this game (and any other Japanese game) flawlessly. 2) Get a Japanese edition of Windows (any version listed in the system requirements). It would seem that most Western programs run fairly well in Japanese Windows. You could also try partitioning your hard drive and install both a Japanese OS and keep your English OS. Don't ask me how to do that. 3) Get NJStar Communicator. It's an IME program that will let you display and input Japanese text anywhere, on anything (almost). It's really a fantastic application for anything you need to do involving Japanese, not just gaming. But, it is quite buggy, eats a bit of memory, and you will need to turn it off while installing DSP. Also, the registered version costs an arm and a leg.
---------------- Playing the game ---------------- Playing this game with limited knowledge of Japanese can be very easy, but getting the most out of it can be very difficult. The reason for this is that the game itself is mostly icon driven. You click on your units, click where you want them to move, and give them orders through a small panel of buttons. However, configuring the game rules, understanding unit capabilities, and other issues will not come so easily unless you can read a lot of kanji (and at 1024 X 768, that isn't easy for anyone).
Setting up a game ----------------- For your first time playing, select New Game from the file menu. Select one of the maps (which range from accurate real-life maps to bizarre concoctions). You'll be brought to the game setup screen, where you can change the players involved, production types, unit limits, how much each camp starts with, BGMs, and so on. In the bottom left hand corner is the rule setup; see the Rules section for details. Just click OK when you're ready and get into the game.
Building an army ---------------- In the first turn of the game, no players (including the AI) have any standing forces. It's a bit unrealistic, but you have to start from scratch.
Look for the large city-like hex that the screen will usually be centered on at the start of the game. This is your capital. It should be the same color as you selected for your team, and may likely be labeled something like your army's or country's name. Clicking this city will bring up the production menu, where you will see a list of all the units available for you to purchase. Depending on the rules settings, you can either build just one unit at a time per production center or up to six. You can preview any unit before purchasing by clicking on the button to the left of Cancel and OK. When you’ve decided on a unit, just double click on it to move it into the production list on the right. To remove a unit, double click it while it's in that list. Any units being refueled or repaired inside the holding will also appear here. Note that all units take just one turn to acquire once ordered.
Move the screen around my clicking and dragging the right mouse button or using the scroll bars. You'll notice a lot of other types of holding and terrain. The terrain is pretty self explanatory, but each has a different defense bonus for units, and some inhibit or prevent units from moving across them.
Holdings -------- Here is a list of all the holding types, including holdings that can't actually be held. In addition to the abilities listed below, they offer defense bonuses to units located there. (Air units are not normally affected by terrain, however.) -Capital: Your headquarters for the map. Ground units can be built or repaired here. If your capital is captured or destroyed, you lose the game. Your capital gives you 2000 credits per turn. Holds up to 6 units (ground/low sky). -Large factory: Ground units can be built and repaired here. Holds up to 6 units (ground). -Small factory: Ground units can be resupplied here (no repairs). Holds up to 4 units (ground). -Air base: Air units can be built and repaired here. Holds up to 6 units (high/low sky). -Airport: Air units can be resupplied here (no repairs). Holds up to 4 units (high/low sky). -Naval base: Sea units can be built and repaired here. Holds up to 6 units (surface/sub). -Port: Sea units can be resupplied here (no repairs). Holds up to 4 units (surface/sub). -Large city: Ground units can be resupplied here, and helicopters can refuel, but not reload weapons. Each large city earns you an extra 1500 credits per turn. Holds up to 4 units (ground/low sky). -Medium city: Ground units can be resupplied here. Each medium city earns you an extra 1000 credits per turn. Holds up to 3 units (ground). -Small city: Ground units can be resupplied here. Each small city earns you an extra 500 credits per turn. Holds up to 2 units (ground). -Village: Can't be captured, provide no income. Useful only for stationing disgruntled infantry units. "Let's do the village. Let's do the whole f***ing village!" -Radar base: If captured, the fog of war for a large hex radius around the base is lifted. They also provide excellent defense bonuses. -Bridge: Can be captured, giving a 1 hex detection range and inhibiting enemy units trying to cross. If a bridge is destroyed, any land unit on it is wiped out. -Tochka: I had to look this one up. It's Russian for "outpost" or "radio relay station." You can blow them up but can't capture them. Station infantry here for defense bonuses.
Note 1: Any holding that can build units can also repair them, and vice versa. Note 2: Any holding that can repair units can also resupply/refuel them. Note 3: You can refuel at allied holdings, but you cannot repair or reload/rearm your units there. After you're finished building, click "End Turn." After your opponents and allies have finished their production phase, you'll proceed to the next step.
Taking action ------------- When your turn comes up, you should have some units waiting for you in your capital, factories, or bases. Click on one of those holdings, which will have a small triangle in the corner if they contain something. The unit inside can now be moved anywhere displayed by the white hex outlines. If there is more than one unit, you will be given a list of them to move. Try moving a unit somewhere. Moving uses fuel, and range is restricted by the terrain. Once you have decided where to move it, you can give it orders through the action bar that appears. The bar is made of small icons, but some of them are not completely intuitive. Here is a list of commands. Note that only some commands are available depending on the unit and situation, and the rest will be ghosted. Any action the unit takes from this menu will end its turn.
Attack Ballistic Occupy Transform Destroy Repair Merge Disperse Enter Board Rearm Jam Conceal Bridge Disband Cancel End move
-Attack lets you attack the enemy. This order will remain ghosted until the unit is within attacking range. Once selected, crosshairs will appear over all units within range. Click on one of them to bring up a battle projection screen. See below for more details on combat.
-Ballistic is only available to units that can launch ballistic missiles, such as mobile launchers and certain subs. You can select either units or holdings as targets. Note that targetting holdings will not harm nearby units and vice versa. Once you have chosen, the missile will launch and head toward its
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