Hints and Undocumented features
You've probably noticed that your Shogun
manual isn't a lot of help when it comes to uniting Feudal Japan under
your rule.
Of course, the real warlords of the 16th
century didn't have a manual either, so maybe this is Electronic Arts'
attempt at realism.
If you're interested in a fully realistic
experience there are a few additional steps you can follow: take your turn
only once every three months, ask your boss to pay your salary in portions
of rice, and speak in gruff guttural syllables.
Preferably Japanese ones. If, however,
you're simply interested in enjoying Creative Assembly's excellent game
to the fullest extent, read on.
The main attraction in Shogun is the full
campaign game. The key to success here is picking your battles so you only
fight the ones in which you have the advantage. Fully developed farmlands
and swarms of Ninja are all good and well, but it all comes down to winning
the battles you fight.
There is one exception. The shortcut around
pounding an enemy clan into submission is killing its Daimyo while you're
allied with that clan. This is the single most effective use of Shogun's
somewhat anemic diplomacy system. Drag a Ninja with a high honor rating
or a Geisha onto the enemy Daimyo (each clan has one army marker with a
samurai on horseback to represent the location of its Daimyo). You will
get a dialogue box asking if you'd like to assassinate the Daimyo, along
with the percentage chance of success.
If you succeed without breaking the alliance,
and if the Daimyo has no mature heirs, you will knock him out of the game
and inherit some of his empire.
Note that you can drag a unit onto a Daimyo
from any territory and it will track the target and move, turn by turn,
until it reaches it.
Otherwise, alliances are only good to forestall
attacks from another clan. There is no economic or diplomatic benefit from
an alliance. Note that clans are more than happy to attack even when they're
allied with you, so an alliance is no guarantee that a border will be safe.
To propose an alliance, drag an Emissary onto the other clan's Daimyo to
bring up the necessary dialogue box.
The Emissary does not have to be adjacent
to the Daimyo. You can do this from any territory, no matter how far away
your Emissary is, and he'll make his way to the Daimyo.
A Daimyo might be reluctant to ally if
you have large armies adjacent to any of his provinces, in which case he'll
say so when you offer the alliance. Simply step the army back, propose
the alliance again, and he's likely to accept.
Honor among thieves
To build up a Ninja's honor, let him run
around the enemy's lightly defended areas where he'll find armies led by
rank zero generals. Practice assassinating this easy prey to build up enough
honor to take on the higher ranked generals. Geishas, on the other hand,
are brutally efficient right out of the Geisha House. Special units are
also useful for reconnaissance while you're attacking enemy clans. Send
them ahead of your army to get a sense of the strength and composition
of any defenses.
Note that the computer gets the added
advantage of being able to react to your movements after you've ended your
turn.
What this means is that when you attack
the AI, he can move units in from adjacent territories before the battle
begins to help defend the province you're attacking you might have thought
you were overrunning a single unit, but when the battle begins, you might
find yourself suddenly outnumbered. Keep this in mind while you're snooping
around with reconnaissance units and note how many armies are located in
adjacent provinces.
Emissaries and Priests are good for reconnaissance,
since they can't be caught and killed by traditional defenses like Border
Forts and Shinobis.
A quick way to estimate the size of an
army is to look at the vertical banner hanging from the army's standard.
The bottom of the banner is colored.
The longer the color, the more units there
are in the army.
It's not necessary to keep border territories
garrisoned with large armies if you use castles wisely.
Castles are less useful for any direct
defensive benefit during a battle than they are for stalling an attacker
until you bring reinforcements in.
This is how you can effectively park your
main army one or two territories away from a potential threat.
Keep a castle in a border province and
garrison it with a token defense.
When the province is attacked, hole up
in the castle until your main army arrives to break the siege and hopefully
destroy the aggressors.
Installing a garrison in a castle, however,
is one of the many interface quirks not described in the manual. You'll
want to keep units in the castle not just to avoid cluttering up the map
board, but also to keep you from having to retreat from a battle if you're
attacked and need to hole up and wait for your main army.
To move into the castle, click on the
army with the units you want to use in your garrison. Then drag individual
units, one at a time, from the display at the bottom of the screen onto
the castle on the map board.
If you try to pull the army from the map
board onto the castle, even if there's only one unit in the army, it won't
work.
Note that cavalry units count double when
it comes to space requirements.
For instance, a Castle can hold four units,
but since a cavalry unit will take up two slots, this means it can either
hold two cavalry units, or one cavalry and two infantry units.
Sailing, sailing...
Building a Port in a province makes it
effectively border every other province with a Port, no matter who owns
that Port. However, you must verify the presence of the target Port before
you can move an army there. You can do this with a recon unit, like an
Emissary or Shinobi. Simply try to move one of these units from one of
your provinces with a Port to another coastal province.
If there's a Port in the target province,
you'll be able to drop your unit there.
The next turn, he will have confirmed
the Port's location and you can move armies in.
Using Ports as avenues of invasion is
especially important in the endgame, when you have to do a lot of long
range maneuvering and mopping up.
You can reinforce a depleted unit by dragging
and dropping it onto another depleted unit.
The maximum unit size is determined in
the Options-Performance screen.
There's a slider here labeled Default
Unit Size. This is set to 60 unless you've changed it. This means that
newly trained units will begin with 60 men and you won't be able to combine
two units if they add up to more than 60 men.
But when you increase the setting, Shogun
will allow units containing up to 120 men. This takes effect immediately
and can be changed at will with no effect on stacks you've already made.
If, for instance, you change the setting
to 120, stack two 60-men units into a 120-man unit, and then change the
setting back to 60, you'll still have a stack of 120 men.
You cannot divide units once you've combined
them. Also, the Default Unit Size setting will have an effect on the amount
of time it takes to build a unit, since you're building larger units. It
will not, however, change the basic cost; by changing default unit size
from 60 to 120, you're simply paying twice as much to build units that
are twice as big and take twice as long to train.
Your income is collected once a year in
the interval between the autumn and winter turns, so when a province promises
an income of 200 koku, you'll only earn this once every four turns. The
rice output from your farms randomly varies by as much as +/-50 precent.
Although it's cheating, you can quick save before ending the autumn turn
and then reload until you get a more favorable harvest.
This is also the time of year when you
collect income from Mines, Ports, and Cathedrals. These sources of income
are important supplements to farming because they're not subject to the
vagaries of the yearly harvest. Mines are almost always a good idea, since
they'll generate 200, 400, or 600 koku depending on whether they're producing
copper, silver, or gold. Since these sites are worth defending the gold
in the provinces of Dewa and Kai make them attractive targets, especially
later in the game once they've been developed it's usually a good idea
to upgrade to a Fortress so you can build the Mining Complex that doubles
output. Only improve farms where the land is already rich it's not worthwhile
spending just over a decade and 3000 koku to double a province's output
if it's only scraping together 100 koku every four turns.
Brother, can you spare a grain?
Between the autumn and winter turns, you
also pay the amount listed under each province's Expenses column in the
Economy Info Parchment.
This is the support cost for the units
located there.
Unit support costs one koku per person
in your armies. There are three exceptions:
1) your Daimyo and his retinue are free,
2) Yari Ashigaru are half cost, and
3) some clans have reduced support costs
for certain types of units (e.g. the Takeda clan's 25 percent discount
on cavalry).
Training and building costs are paid in
full when construction begins, so pay attention to how much koku you have
available, and give orders and fill queues accordingly.
When koku is tight, be careful with queues
as they might interfere with specific plans for unit training.
Unless you enjoy an embarrassment of riches,
it helps to use the winter turn to plan your yearly koku expenditures.
Give build orders in your provinces as
needed and then fill your training queues based on how much koku you'll
have left.
It helps to keep a written list of when
each province will be finished building structures, arranged by year and
season. Refer to this list every winter when you're planning what to build
that year.
The undocumented up and down arrows in
the bottom third of the Unit Training and Building Production windows can
be used to cycle through each eligible province, making it easier to manage
your empire.
The Annual Harvest report can be a little
confusing at first.
"Last Year's Treasury" is what you had
in your storehouse at this moment last winter.
"Farm Income" is what you've harvested
in rice, with "Total Income" being the amount it's boosted when you include
Mines, Ports, and Cathedrals.
"Unit Support Cost" is the yearly salary
you just paid for your troops and is likely to change over the coming year
as you train new units and suffer casualties in battle.
Finally, the entry under "Building/Training"
is a little misleading, since it doesn't figure into any immediate costs
you paid this amount over the previous year when you ordered construction
and training, so it's been deducted already from the amount listed at Last
Year's Treasury.
If you click on the little box that tells
you have much koku you have in your treasury, you can access a Set Tax
Rate screen. This lets you set the empire-wide level of taxation that will
apply during the next harvest.
It also shows you what the loyalty will
be next season at the given tax rate.
Note that although the loyalty change
takes effect immediately, the actual tax rate only matters in the interval
between the autumn and winter turns when you collect your income. You can
keep your tax rate at Very Low throughout the year to enjoy a loyalty bonus
and then boost it to Punitive once every autumn and you'll still make the
same amount of money.
Loyalty is most important when you're annexing
provinces from other clans.
You have to nurture a province's loyalty
by keeping a garrison or a Shinobi or two present until the loyalty rating
has been boosted.
It's worth the additional koku from a
Punitive tax rate if you can keep your loyalty in the 100-150 percent range.
If, however, you're being attacked, drop your tax rate to Very Low. The
increase in loyalty will make it harder for the attacker to hold captured
provinces; when an attacker takes a province that had a loyalty of 200
percent or higher, you might get an instant rebel army to strike back at
them the next turn.
Similarly, if you move a cluster of Shinobis
through your enemy's newly conquered provinces, you can quickly whip up
an army of rabble-rousers to keep his hands full.
Decisions, decisions
To get an overview of how the other clans
are faring, look at the color-coded map in the throne room. Use special
units to find a clan's important production provinces. One of your first
priorities in conquering a clan should be finding out where he's making
his most powerful units and taking these provinces from him.
When you're planning the building construction
that determines which units you can build and where you can build them,
pay attention to the presence of iron sand deposits; these are the only
places capable of ultimately building Heavy Cavalry and Naginata (the latter
are especially important for their defensive value).
When the Portuguese finally show up, you'll
have to choose whether to embrace Christianity by aligning with them for
early guns or whether to wait for the Dutch. The early guns aren't a powerful
enough incentive to convert to Christianity, especially considering the
loss of Warrior Monks and the potential widespread chaos of the loyalty
hit you suffer when you alienate your Buddhist subjects.
A far more compelling incentive to convert
is the Cathedral income.
If you're fighting a clan that holds the
richer farmlands and more valuable mines, Christianity can be a good way
to even the playing field. To handle the conversion shock, drop your tax
rate to Very Low and get ready to seed your empire with Churches and Jesuit
Priests. Otherwise, just wait for the Dutch to arrive.
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