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[MAP_DOSSIER] // TOTAL SENGOKU ANNIHILATION

Rising Sun

Hardcore 60-player Sengoku archipelago theater built around immediate high-density territorial contact, fortified strategic sites, mountain warfare and dangerous maritime bottlenecks.

Capacity60 Commanders
EnvironmentHardcore Sengoku
RuntimeAccelerated / 4X
Primary ThreatThe Chosen
Rising Sun Campaign Grid
Players60
Solo Victory2800 VP
Coalition Cap3
AI Satellites60

Server Metric Monitor // Coalition & Victory Thresholds

Victory Points & Heartbeat Timeout

Solo Commander

2,800 Victory Points required for an individual victory.

2-Player Coalition

Combined victory threshold: exactly 3,444 VP.

3-Player Coalition

Maximum coalition size is 3 active members with a 4,200 VP target.

4X INACTIVITY HEARTBEAT // 1 real-time hour = 4 in-game hours. The supplied dossier states that player slots revert to automated control after 128 in-game hours of inactivity.

Extreme Hazard Report // The Chosen

Victory-Site Fortifications & Resource Injections

The Chosen are described as a fortified active AI framework guarding critical Victory Sites rather than ordinary low-morale insurgents.

Elite Tactical AI Guarding: advanced infantry and mechanized defenders anchor high-value sites and can overwhelm basic starting regiments.
Massive Conquest Rewards: captured strongpoints provide major VP value plus immediate resource injections, including up to 16,000 Money or Rare Material packages.
Mountain Combat Bottlenecks: mountain and forest terrain penalizes heavy armor, making Motorized Infantry, Attack Helicopters and Cruiser bombardment important in the supplied strategy.

Doctrine Regiments // 60 Playable Prefectures

Eastern Doctrine // 20

Gun Artillery, Rocket Artillery and fast Scout Vehicle attack/speed emphasis.

Verified Playable Prefectures

Akita, Ehime, Fukushima, Hiroshima, Ibaraki, Jilin, Kagawa, Kochi, Mie, Miyagi, Nagano, Niigata, Okayama, Shimane, Tokushima, Tokyo, Tottori, Wakayama, Yamagata, Yamaguchi.

Western Doctrine // 20

Air supremacy, reconnaissance vision and AWACS tracking for wide maritime channels.

Verified Playable Prefectures

Aichi, Chiba, Fukuoka, Gunma, Hyogo, Ishikawa, Jeju Island, Kagoshima, Kanagawa, Kyoto, Miyazaki, Nagasaki, Nara, Oita, Ogasawara, Saitama, Shiga, Shizuoka, Toyama, Yamanashi.

European Doctrine // 20

Mechanized Infantry durability and Mobile Anti-Air/SAM networks for fortified mountain ports.

Verified Playable Prefectures

Aomori, Fukui, Gifu, Hokkaido (North), Hokkaido (South), Hokkaido (Central), Iwate, Kumamoto, Okinawa, Osaka, Saga, Tochigi, Sakhalin (North), Sakhalin (South), Kuril Islands, Vladivostok, Khabarovsk, Primorsky, Kamchatka, Magadan.

Theater Chokepoints // Maritime Locks

Critical Sea Locks & Fleet Deployment Zones

Tsugaru Strait: separates Honshu from Hokkaido. Attack Submarines can restrict northern fleet movement through the narrow channel.
Kanmon Strait Gate: bottleneck between Honshu and Kyushu controlling access into the Sea of Japan.
Tokyo Bay Perimeter: congested coastal zone where overlapping Theater Air Defense is recommended against Pacific cruise-missile attacks.

Non-Playable Infrastructure // 60 AI Satellites

Independent AI Micro-State Matrix

The dossier lists exactly 60 automated buffer territories occupying island rings and remote areas as staging and resource nodes.

Complete 60 Automated AI TerritoriesAmami, Amuro, Awaji, Chonjin, Daidoto, Etorofu, Fukue, Hachijojima, Haeju, Hamhung, Hateruma, Hirado, Hizen, Hyesan, Iki, Iriomote, Ishigaki, Iwo Jima, Kanggye, Karafuto, Kasari, Kavieng, Kimmchaek, Kimpo, Kiri, Koshikijima, Kunashiri, Kure, Kushima, Lorengau, Marcus Island, Miyakojima, Muan, Nampo, Okinoerabu, Okinoshima, Oki Islands, Rebun, Rishiri, Sadogashima, Saipan, Saruwand, Seishin, Shana, Shikotan, Shintoku, Shonai, Sinpo, Sinuiju, Tanegashima, Tokunoshima, Tomari, Toi, Tsushima, Wonsan, Yubari, Yakushima, Zamami, Zelon, Zuicho.

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