Sega PC GAMES TOTAL WAR ERAS User Manual

COMING NOVEMBER 2006
COMING NOVEMBER 2006
Visit www.totalwar.com to register and
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© 2005 The Creative Assembly Limited. Total War, Medieval: Total War, and the Total War logo are trade marks or registered trade marks of The Creative
Assembly Limited in the United Kingdom and/or other countries. SEGA is registered in the U.S. Patent and Trademark Office. SEGA and the SEGA logo are
Key code Medieval: Total War / Viking Invasion
Key code Rome: Total War / Barbarian Invasion / Alexander
either trade marks or registered trade marks of SEGA Corporation. All rights reserved.
The Creative Assembly.
HEALTH ISSUES
SSEEGGAA PPCC DDIISSCC NNOOTTEESS OONN UUSSEE
* Also read the manual of your personal computer. * The game discs may not be used for rental business. * Unauthorized copying of this manual is prohibited. * Unauthorized copying and reverse engineering of this
software is prohibited.
Use this software in a well-lit room, staying a good distance away from the monitor or TV screen to not overtax your eyes. Take breaks of 10 to 20 minutes every hour, and do not play when you are tired or short on sleep. Prolonged use or playing too close to the monitor or television screen may cause a decline in visual acuity.
In rare instances, stimulation from strong light or flashing when staring at a monitor or television screen can cause temporary mus­cular convulsions or loss of consciousness for some people. If you experience any of these symptoms, consult a doctor before playing this game. If you experience any dizziness, nausea, or motion-sick­ness while playing this game, stop the game immediately. Consult a doctor when any discomfort continues.
PRODUCT CARE
Handle the game discs with care to prevent scratches or dirt on either side of the discs. Do not bend the discs or enlarge their center holes.
Clean the discs with a soft cloth, such as a lens cleaning cloth. Wipe lightly, moving in a radial pattern outward from the center hole towards the edge. Never clean the discs with paint thinner, benzene, or other harsh chemicals.
Do not write or attach labels to either side of the discs.
Store the discs in their original case after playing. Do not store the discs in a hot or humid location.
The Total War: ERAS game discs contain software for use on a personal computer. Please do not play the discs on an ordinary CD player, as this may damage the headphones or speakers.
LIMITED W ARRANTY:
SEGA of America, Inc. warrants to the original consumer purchaser that the game disc or cartridge shall be free from defects in material and workman­ship for a period of 90-days from the original date of purchase. If a defect covered by this limited warranty occurs during this 90-day warranty period, the defective game disc or cartridge will be replaced free of charge. This limited warranty does not apply if the defects have been caused by negli­gence, accident, unreasonable use, modification, tampering, or any other causes not related to defective materials or manufacturing workmanship. This limited warranty does not apply to used software or to software acquired through private transactions between individuals or purchased from online auction sites. Please retain the original, or a photocopy, of your dated sales receipt to establish the date of purchase for in-warranty replacement. For replacement, return the product, with its original packag­ing and receipt, to the retailer from which the software was originally pur­chased. In the event that you cannot obtain a replacement from the retailer, please contact SEGA to obtain support.
Obtaining technical support/service
To receive additional support, including troubleshooting assistance, please contact SEGA at:
• Website: www.sega.com/support
• E-mail: support@sega.com
• T elephone: 1-800-USA-SEGA
LIMITATIONS ON WARRANTY
ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY LIMITED TO 90 DAYS FROM THE DATE OF PURCHASE AND ARE SUBJECT TO THE CONDITIONS SET FORTH HEREIN. IN NO EVENT SHALL SEGA OF AMERICA, INC., BE LIABLE FOR CONSEQUENTIAL OR INCIDEN­TAL DAMAGES RESULTING FROM THE BREACH OF ANY EXPRESS OR IMPLIED WARRANTIES. THE PROVISIONS OF THIS LIMITED WARRANTY ARE VALID IN THE UNITED STATES AND CANADA ONLY. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, OR EXCLUSION OF CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. THIS WARRANTY PROVIDES YOU WITH SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER RIGHTS THAT VARY FROM STATE TO STATE.
To register this product, please go to www.sega.com
TWE_MCV_inside.qxp 5/18/06 3:53 PM Page 2
LIMITED W ARRANTY:
SEGA of America, Inc. warrants to the original consumer purchaser that the game disc or cartridge shall be free from defects in material and workman­ship for a period of 90-days from the original date of purchase. If a defect covered by this limited warranty occurs during this 90-day warranty period, the defective game disc or cartridge will be replaced free of charge. This limited warranty does not apply if the defects have been caused by negli­gence, accident, unreasonable use, modification, tampering, or any other causes not related to defective materials or manufacturing workmanship. This limited warranty does not apply to used software or to software acquired through private transactions between individuals or purchased from online auction sites. Please retain the original, or a photocopy, of your dated sales receipt to establish the date of purchase for in-warranty replacement. For replacement, return the product, with its original packag­ing and receipt, to the retailer from which the software was originally pur­chased. In the event that you cannot obtain a replacement from the retailer, please contact SEGA to obtain support.
Obtaining technical support/service
To receive additional support, including troubleshooting assistance, please contact SEGA at:
• Website: www.sega.com/support
• E-mail: support@sega.com
• T elephone: 1-800-USA-SEGA
LIMITATIONS ON WARRANTY
ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY LIMITED TO 90 DAYS FROM THE DATE OF PURCHASE AND ARE SUBJECT TO THE CONDITIONS SET FORTH HEREIN. IN NO EVENT SHALL SEGA OF AMERICA, INC., BE LIABLE FOR CONSEQUENTIAL OR INCIDEN­TAL DAMAGES RESULTING FROM THE BREACH OF ANY EXPRESS OR IMPLIED WARRANTIES. THE PROVISIONS OF THIS LIMITED WARRANTY ARE VALID IN THE UNITED STATES AND CANADA ONLY. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, OR EXCLUSION OF CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. THIS WARRANTY PROVIDES YOU WITH SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER RIGHTS THAT VARY FROM STATE TO STATE.
To register this product, please go to www.sega.com
IINNSSTTRRUUCCTTIIOONNSS
IINNSSTTRRUUCCTTIIOONNSS
STWE Game Manual EN 5/10/06 8:57 AM Page 1
EASY INSTALL GUIDE – YOUR GUIDE
TO TROUBLE FREE GAMING!
SYSTEM REQUIREMENTS
Minimum Configuration (Software mode)
• Windows® 98 and 2000, XP (Windows 95, ME and NT are not supported)
• Intel® Pentium® 233 MHz with MMX or equivalent processor
• 32MB RAM
• DVD-ROM drive using 32-bit Windows 98/2000/XP driver
• 2000 MB free hard disk space plus space for saved games (additional space required for Windows swap-file and DirectX™
8.0a installation).
• 4 MB PCI or AGP DirectX 9.0c compatible video card
• DirectX 9.0c compatible sound card
• Keyboard
• Mouse Note: Microsoft® Media Player 9.0 is required (this can be
downloaded from http://www.microsoft.com).
Recommended Configuration
• 300 MHz or faster Pentium processor
• 64MB RAM
• DVD-ROM drive using 32-bit Windows 98/2000/XP driver
• 16 MB PCI or AGP video card with full Direct3D™ support and DirectX 9.0c compatible driver.
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STWE Game Manual EN 5/10/06 8:57 AM Page 2
STARTING THE GAME
1. Start the Windows operating system.
2. Insert the Shogun: Total War™ – Gold Edition DVD into your
DVD-ROM drive. The Autorun menu appears. Note: If the Autorun menu does not appear automatically, click START
then RUN … In the dialog box type D:\launch.ex e then click OK. (Substitute the correct letter of your DVD-ROM drive if other than ‘D:’). The Autorun menu appears.
3. Click PLAY SHOGUN – TOTAL WAR. The introduction video appears, followed by the Main Menu screen. Please see the on-disc Shogun: Total War™ – Gold Edition manual for full game play instructions.
• If the Shogun: Total War™ - Gold Edition DVD is already in your DVD-ROM drive, double-click the Shogun: Total War shortcut icon on your desktop. Alternatively, click Start\Programs\Total
War\Shogun - Total War - Gold Edition\Shogun - Total War ­Gold Edition.
Main Menu
Here you can determine the type of game you wish to play, undertake a Tutorial or define a variety of settings to optimize the per formance of the game on your computer. From the Main Menu you can choose to take part in Single Player or Multiplayer games, set game Options or Quit the game and return to Windows.
PLAY GAME: Begin a single player game choosing from four different game types.
LOAD GAME: Load a previously saved game. See Load Saved Games on p.5.
TUTORIAL: Familiarize yourself with Shogun: Total War™’s battle interface. OPTIONS: Adjust Audio, Video, Gameplay, Control setups and
Performance and access the Map Editor.
CREDITS: View the Credits. QUIT: Quit Shogun: Total War™ – Gold Edition and exit to Windows.
• To proceed, click on the desired option.
3
INSTALLING THE GAME
1. Insert the Shogun: Total War™ - Gold Edition DVD into your PC. The Autorun menu appears.
Note: If the Autorun menu does not appear automatically, click START then RUN… In the dialog box type D:\Launch.exe then
click OK. (Substitute the correct letter of your DVD-ROM drive if other than ‘D:’). The Autorun menu appears.
2. Click INSTALL from the launcher menu. The Setup program guides you through the Shogun: Total War™ - Gold Edition installation.
3. The Choose Setup Language window appears. Choose from English, French, German or Spanish, and click NEXT to continue.
4. The Welcome Dialog box appears, click NEXT to continue.
5. The License Agreement window appears. If you choose to AGREE to the terms and conditions, click NEXT to continue.
6. The Choose Destination Location window appears, this is the
location to which the Shogun: Total War™ - Gold Edition files will be copied. Click NEXT to install the game at the default location of C:\Program Files\The Creative Assembly\Shogun - Total War
- Gold Edition.
To choose another location to install the game, click CHANGE… and select a folder in the Choose Folder dialog box. Click OK to confirm, then click NEXT to continue.
7. The Ready to Install the Program window appears. Click INSTALL to begin copying files.
8. Click YES if you want a Shogun: Total War™ - Gold Edition shortcut icon placed on your desktop.
9. The Installshield Wizard Complete window appears, click FINISH to exit.
The launcher menu reappears. Click PLAY SHOGUN - TOTAL WAR to run the game.
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STWE Game Manual EN 5/10/06 8:57 AM Page 2
Custom Battle
Choose one of 7 daimyo in the Sengoku Jidai era or command Mongol or Japanese forces in the period of Mongol invasion and engage in a fully-customizable epic single battle in glorious real time.
Note: See the Unit Types section of the on-disc Game Play Manual for full descriptions of the units available to you in the two historical timeframes.
Historical Battles
Take the place of one of the four most important daimyo in Japanese history in a selection of pre-set battles. Command the armies of the four great daimyo – Oda Nobunaga, Takeda Shingen, Tokugawa Ieyasu or Toyotomi Hideyoshi. You may also take part in pre-set battles against the Mongol invaders and one battle set during the Japanese invasion of Korea under Toyotomi Hideyoshi.
• This style of game takes place on the battlefield and does not contain the Strategy Map element.
Tip: Read the description of the battle before you begin. Victory may come a little easier if you are forewarned.
Historical Campaigns
The three historical campaigns cover famous battles in the rise to power of the Three Unifiers of Japan – Oda Nobunaga, Tokugawa Ieyasu and Toyotomi Hideyoshi – along with a set of four battles detailing the path Kublai Khan’s invasion of Japan might have taken had the weather not conspired against his invasion fleet. There are three battles fought by Oda Nobunaga in his pursuit of the Shogunate, and six battles in the campaigns of Tokugawa Ieyasu and Toyotomi Hideyoshi as they fought for overall control of Japan and Total Victor y.
• This style of game includes both the Strategy Map and real time battles.
Load Saved Games
1. Click LOAD GAME in the Main Menu – the Load Game menu appears.
To load a saved game, click to highlight the game you want to load, then click LOAD. Alternatively, double-click the saved game name.
• You may also sort multiple saved games by name and date.
• If you are short of hard disk space, you can delete a saved game by selecting it from the list and clicking DELETE THIS SAVE GAME.
5
SINGLE PLAYER GAME
Choose from four modes of play in the Play Game menu:
FULL CAMPAIGN: Select a clan and conquer the whole of Japan to become supreme ruler of Japan, the Shogun, or rewrite history as the leader of the Mongol invasion, as you battle to conquer Japan’s fearsome samurai armies.
CUSTOM BATTLE: Engage in a fully-customizable single battle. HISTORICAL BATTLES: Take part in some of Medieval Japan’s
greatest single battles. HISTORICAL CAMPAIGNS: Equal the achievements of Japan’s
greatest daimyo in their famous series of battles.
• Highlight and click the game mode of your choice.
Returning to the Main Menu
To return to the Main Menu at any time, click the Folded over page at the bottom of a menu screen.
Note: Any changes you have made to video, game, audio and other options are retained for the game you are about to play.
Full Campaign
Select one of seven clans and fight a campaign that may extend over 80 years or more in the Sengoku Jidai period or, alternatively, select the Mongol invaders or the Hojo defenders in 13th century Japan.
• This style of game includes both the Strategy Map and real-time battles.
Winning the Game in Campaign Mode
The game ends when you and your clan have united Japan beneath the might of your Samurai armies or you die leaving no heir to take on the mantle of daimyo (in which case you have lost!).
Winning the Game in the Mongol Campaign
The game ends when the Mongols have conquered all provinces on the map, or when a Hojo army recaptures the last Mongol controlled province.
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STWE Game Manual EN 5/10/06 8:57 AM Page 4
View ‘ghost’ unit destination..................................................................SPACEBAR
Select all units ..........................................................................................CTRL + A
Deselect unit ..........................................................................Left-click another unit
Deselect all units ..........................................................................................ENTER
Select all cavalry (works within currently selected group) ......................CTRL + C
Select all missile firing units ....................................................................CTRL + M
Select all hand-to-hand units ..................................................................CTRL + H
Set a waypoint..............................................................SHIFT + left-click on terrain
Show current waypoints for selected unit/s ..................................................SHIFT
Grouping units
Toggle selection of multiple units ..................................................CTRL + left-click
Create temporary group..........................Hold CTRL + left-click units, then press G
Save current selection of units as a group ....................CTRL + SHIFT + ‘number’
Select pre-defined group................................................................CTRL + ‘number ’
Drag box to select units on battlefield ......................CTRL + right-click and drag
Select all units of that type (e.g. all Yari Ashigaru) ..CTRL + double left-click unit
Commands
Open drop down menu ................................................................Right-click on unit
Change Selected unit/s Formation ............................Left-click and drag out ‘ghost’
Forced move with fixed facing..........................................................Alt + left-click
Force hand-to-hand attack (Missile units)........................................Alt + left click
Change unit facing to look at ..........................Alt + right-click (+ drag if desired)
Note: This command may not be queued
HOT KEYS – unit orders
• Select unit(s) then press the following hotkey:
Rally ....................................................R, then left-click on the battlefield to define
Rally point for your army
Note: Option available only when the Rally symbol is active
Rout ..........................................................................................................CTRL + O
Group / Ungroup ....................................................................................................G
Close Formation ....................................................................................................C
Loose Formation ....................................................................................................L
Wedge Formation ................................................................................................W
Melee Mode - Engage at will ................................................................................E
Melee Mode - Hold Formation ..............................................................................F
Melee Mode - Skirmish ..........................................................................................S
Hold Position ........................................................................................................H
Auto Fire (Fire at will)............................................................................................A
Withdraw from battle ..............................................................................CTRL + W
Run/Walk (Quick March) ........................CTRL + R (Toggle selected units between
the two movement speeds)
Halt. Forget all orders ..........................................................................BACKSPACE
Group Formation Shortcuts............................................................Number keys 1-9
Battle Mode – Miscellaneous controls
Pause game (orders may still be given)..................................................P or Pause
Summarize Victory Conditions in battle ............................................Press F1 twice
Toggle between normal and maximum game speed ................................CTRL + T
Send chat message (Multiplayer only) ..................................................................T
Cancel current action/Quit Game........................................................................ESC
7
KEYBOARD COMMANDS
Strategy Map
Scroll around Map ..................................................Arrow keys or Mouse Scrolling
Zoom to a new area of Map ................................................Left-click the mini-map
New Season..............................................Enter or left-click the END TURN button
Skip the scenic tour ................................................................................SPACEBAR
Go to In Game menu ..........................................................................................ESC
Show buildings in a province ....................................................Left-click (Province)
Show units available in a castle ....................................................Left-click (Castle)
View units under a general ............................................................Left-click (Piece)
View Info on provinces, castles, pieces, buildings or units ......Right-click the item
Display level of region loyalty ........................Shift (Green = loyal, Amber = loyalty
uncertain, Red = rebellious)
Select unit ..................................................................................................Left-click
Move unit ..............................................................................Left-click, drag & drop
Note: Valid moves are highlighted - valid moves over multiple turns highlighted in yellow.
Create new Army ......................................Left-click, drag and drop unit from Army
review panel
Merge Armies ......................................Drag and drop Army piece onto target Army
piece
Merge units ............................................Drag and drop unit into another unit in the
Army review panel
Upgrade/Retrain units................................Drag unit into box in unit Training Queue
Destroy Building ................................Destroy Selected Building button – note some
money is recovered
Disband unit..................................................................Destroy Selected unit button
Assign mission (Strategic units)........Left-click, drag & drop on a target piece (e.g.
enemy General)
Battle Mode
Navigation
Move camera ..................................................Move mouse to edge of screen or use
UP/DOWN/LEFT/RIGHT arrow keys
Speed up camera ....................................Hold SHIFT + mouse or number pad arrow
keys
Lock camera speed to fastest setting ......Press Caps Lock (Press again to return to
normal speed)
Click on ground to look at that point (3D mode) ..................................Right-click
Mouselook (if selected)..............................Right-click and hold and move mouse in
desired view direction
Set new camera position and direction (Software mode)........Right-click and drag
Move camera elevation UP/DOWN..............Asterisk/Forward Slash (Num Key Pad)
Tilt camera angle UP/DOWN ..........................Plus sign/Minus sign (Num Key Pad)
Go to start position........................................................................................HOME
Selecting & Moving units
Select unit ..........................................................................................Left-click unit
Move unit..................................................................................Left-click destination
Focus Camera on unit ................................................Double left-click unit/unit flag
Attack ......................................................................................Left-click enemy unit
Run/Charge ......................................................Double left-click ground/enemy unit
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STWE Game Manual EN 5/10/06 8:57 AM Page 6
cavalry archers
Requires: Horse Dojo and Archery Dojo A mounted Samurai with sword and bow. They are fast, flexible, and
pack a nasty sting from medium range. They are best employed in harrying poorly defended troops at close quarters and standing off and peppering slower units with bow fire.
Heavy Cavalry
Requires: Famous Horse Dojo and Armory Mounted Samurai equipped with heavy armor and swords. These
human and equine war machines are the feared elite of the Samurai army and are highly effective as defensive units and utterly deadly when used offensively. Only long spears and guns are effective against them.
Yari Cavalry
Requires: Spear Dojo and Horse Dojo These mounted samurai, armed with spears, are not as heavily
armored as heavy cavalry is, but they make up for this with additional speed. They are very useful as a strike force against enemy units who are poor in hand-to-hand combat or for chasing down retreating enemies.
Yari Ashigaru
Requires: Spear Dojo The standard Ashigaru is equipped with light armor and a Yari - a long
spear. They are conscripted peasants and, as such, are poorly trained. The wall of spears which they can present to the enemy make them singularly effective against enemy cavalry, as long as they can hold formation. When their fear of the enemy exceeds their fear of their masters, they often waver. This unit is unavailable in the Mongol Invasion campaign.
9
Samurai Archers
Requires: Archery Dojo These are the standard Samurai foot soldiers. Their main weapon is
the bow but, should it be necessary, they can fight, hand-to-hand with their katana. With experience, they can become the fearless, ruthlessly efficient cornerstone of your forces.
Naginata Samurai
Requires: Famous Spear Dojo and Armoury Samurai foot soldiers equipped with heavy armour and Naginata -
short pole arms. They are very strong defensively and are resistant to missile fire but they are quite slow.
Yari Samurai
Requires: Spear Dojo The Yari is a long spear, making these troops very effective defending
against mounted opponents. So long as the unit remains well ordered, they are good against most troop types.
No Dachi Samurai
Requires: Sword Dojo The No-Dachi is a huge two-handed sword, and, accordingly, the
stout troops that wield them are most deadly. They don’t defend well, but are great for breaking enemy formations and routing troops who are wavering.
Warrior Monks
Requires: Buddhist Temple These Buddhist fanatics carry a portable shrine as their unit standard,
which makes enemy Buddhist troops most reluctant to engage them. Christian troops do not suffer this same reluctance. This unit is unavailable in the Mongol Invasion campaign.
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STWE Game Manual EN 5/10/06 8:57 AM Page 8
Battlefield Ninja
Requires: Battlefield Ninja dojo Unlike the other ninja in the game who operate as “strategic” pieces
and carry out assassinations, Battlefield Ninja do exactly what their name suggests: they can be deployed like any other unit on the
battlefield. They do, however, have the ability to hide, and are invisible to enemy troops until they are very close. They are armed with bows and swords, and can be a deadly ambushing force. This unit is unavailable in the Mongol Invasion campaign.
Ashigaru Crossbowmen
Requires: Archery Dojo
This unit is only available to the Hojo clan in the Mongol Invasion
campaign, and historical campaigns and battles set in the same period.
Unlike a bow, a crossbow doesn’t require long training for the user, or
continual practice to maintain skill and strength. Virtually anyone can be taught to use one but it can be slow and clumsy to fire. Ashigaru Crossbowmen are cheap to produce, and are fairly deadly missile troops (even if their rate of fire is a little slow). However they are rather ineffective in a melee. If other troops manage to engage them, the Ashigaru Crossbowmen will perish in large numbers!
Taisho
Requires: Nothing
A Taisho (or general) is required to lead a group of units into battle. As
he gains in rank and experience he adds to the combat ability and
morale of all his troops. Normal Taisho can be leaders of any unit
type. They can be identified in battle by their special standards. Note: If you take your daimyo onto the battlefield, he appears on the battlefield with a small group of Heavy Cavalry bodyguards.
Emissary
Requires: Tranquil Garden
These are Samurai trained in all the traditional arts and used as
diplomats. They are sent to enemy daimyo on missions to propose
treaties and to gather information on enemy armies and defenses. All
Emissaries gain experience each time their mission succeeds. Experience is their only defense against Ninja Attack.
11
Arquebus Ashigaru
Requires: Trading Post Conscripted foot soldiers equipped with simple arquebuses
(muskets). They are effective at longer range than archers are and only the heaviest armor has a chance of stopping their shot at short range. However, they are very poor in hand-to-hand combat. This unit is unavailable in the Mongol Invasion campaign.
Note: The Arquebusiers will only fire their weapons in very light rain at a reduced rate and accuracy. Heavier rain will render their weapons useless.
Musketeer Ashigaru
Requires: Port and Trading Post (Dutch) or Port, Trading Post and Gun Factory (Portuguese)
These are improved Ashigaru who benefit from contact with the European traders. With a longer range and a higher rate of fire, they can be employed in the front lines of an army formation. Like the
Aquebusiers they can only fire their weapons in very light rain at a reduced rate and accuracy. Heavier rain will render their weapons useless. This unit is unavailable in the Mongol Invasion campaign.
Naginata Cavalry
Requires: Famous Horse Dojo and Spear Dojo A further refinement of heavy cavalry came about when samurai began
using the naginata from horseback. This gave them many of the advantages of a sword, but with the reach of a spear! Naginata Cavalry
can only be trained in a province where the Horse Dojo has already been improved and there is also a Spear Dojo. They are very useful as a strike force against many enemies.
Kensai
Requires: Legendary Sword Dojo
Kensai is the Japanese term for “sword saints”, the almost superhuman
masters of the sword that only years of training and dedication can
produce. These men are capable of taking on many opponents at once
and emerging victorious and often untouched. Kensai, as masters of swordsmanship, can only be trained at the most exalted of dojo: a Legendary Sword Dojo. They appear on the battlefield as single warriors, but don’t be deceived — they are truly deadly and can carve a path through entire units of lesser men!
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STWE Game Manual EN 5/10/06 8:57 AM Page 10
12 13
Mongol Heavy Cavalry
Requires: nothing Mongol Heavy Cavalry are intended to break lesser troops through
shock and impact. All superb horsemen, these heavy cavalrymen are armed with spears and well protected by armor and shields. They are best used to attack infantry formations and to ride down units that are already on the point of breaking.
Mongol Skirmishers
Requires: nothing These Skirmishers are heavily armored troops who carry javelins,
shields and swords, although they are not at their best in hand-to­hand combat. They should attack with a hail of javelins, while their armor allows them to survive (in theory) any return missile fire. Their javelins can be devastating weapons at short range, but the skirmishers only carry a limited number.
Mongol Spearmen
Requires: nothing Mongol spearmen are, like their Japanese counterparts, a good
defensive force against cavalry. In terms of quality, they are not as expert or well trained as Yari Samurai but can be relied on to give a good account of themselves in most circumstances.
Mongol Guardsmen
Requires: nothing Guardsmen are the assault infantry units available to the Mongols.
Although relatively slow moving, they are better armed and equipped than Mongol Spearmen, and are armed with a large glaive­like pole arm. This is a broad-bladed cutting weapon on a pole anything up to 2.5 meters in length, but it isn’t quite as effective as the samurai naginata.
Thunder-bombers
Requires: nothing Thunder-bombers need nerve and skill to use their grenades
properly — or a complete lack of fear and common sense! These weapons are devastating but have a very short range, and there are no guarantees that only the enemy will be blown to bits! Thunder­bombers could easily blow themselves or nearby friendly units to pieces as well. They are also very vulnerable in melee.
Shinobi
Requires: Tea House
Shinobi are spies. In an enemy province they can provide information
about enemy armies and defenses, while also encouraging discontent
among the peasants, which can lead to revolt. In your own province
they can act as counterspies, seeking out enemy spies. In addition,
they can also increase the loyalty of your own peasants.
Priest
Requires: Church
These Jesuit-trained priests are excellent emissaries when dealing with
Christian daimyo. While sending a Priest is no guarantee that a
proposed treaty will be accepted, at least you won’t get his head sent
back in a bag. Unless, of course, the enemy Daiymo is Buddhist! Jesuit
Priests also help to spread the influence of Christianity to any
provinces that they visit. This unit is unavailable in the Mongol Invasion
campaign.
Ninja
Requires: Ninja House
The Ninja is trained from birth for spying and assassination. Enemy
daimyo, Taisho, Unit Leaders and Emissaries are all possible targets.
The more senior the target, the lower the chance of success. A Ninja’s
experience and effectiveness increases each time he makes a kill.
The Legendary Geisha
Requires: Geisha House
The Legendary Geisha is a master assassin. The enemy daimyo knows
well enough what a Geisha is capable of, but protocol prevents him
from acting against her openly. Commissioning a very experienced
Ninja is an accepted method of ridding the daimyo of this beautiful
hindrance.
Mongol Light Cavalry
Requires: nothing These are among the finest horse archers the world has ever seen.
They are intended to harass and ambush enemies, and are ideally suited to hit-and-run tactics. Their superior maneuverability gives them the ability to mass swiftly, attack, withdraw and then repeat this cycle as often as needed. They are neither heavily armed nor armored and do not fight well in a melee.
STWE Game Manual EN 5/10/06 8:57 AM Page 12
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HHIISSTTOORRYY
HHIISSTTOORRYY
STWE HISTORY EN 5/10/06 8:55 AM Page 1
17
Introduction..............................................................................................18
1
: The Daimyo In Shogun:
Total War....................................................................................................................20
2: Formations ............................................................................................................24
Army units ..........................................................................................25
Castles & Siege Warfare ......................................................................33
Artillery In Japan ................................................................................34
Naval Forces In Japan ........................................................................35
Strategic Units In Shogun: Total War ..................................................35
3: The Land Of The Daimyo ....................................................................39
Rebellions, Peasant, Revolts & Ronin ..................................................42
Military Buildings in Shogun: Total War ..............................................45
4: Three Samurai Campaigns ..................................................54
The Battles of Oda Nobunaga, 1560-1575 ........................................55
The Battles of Toyotomi Hideyoshi, 1582-1590 ................................55
The Battles of Tokugawa Ieyasu, 1564-1600 ....................................56
5: The Mongols ......................................................................................58
Who were the Mongols?......................................................................58
Temujin ................................................................................................58
Kublai Khan ........................................................................................59
The Invasion of Japan ..........................................................................60
Mongol Military Units ..........................................................................63
Credits..................................................................................................66
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Introduction
“If you know your enemy and know yourself, you will not be imperilled by a
hundred battles. If you do not know the others but do know yourself, you will win
one and lose one. If you do not know the enemy and do not know yourselves you
will be in danger in every battle.”
— Sun Tzu, The Art of War
Much of Shogun: Total War™ — Gold Edition is set in the Sengoku period of Japanese history. Now, unless you’re a Japanese historian and recognise that this means “The Country at War”, that probably doesn’t mean very much to you. By the time you’re playing the game (and if you’ve read at least some of this manual), you will realise that this is one of the most dramatic and exciting times in the history of Japan. In fact, it’s one of the most dramatic and exciting periods of history anywhere in the world!
“Act after having made assessments. The one who first knows the measure of far
and near wins — this is the rule of armed struggle.”
— Sun Tzu, The Art of War
In the space of a little of over one hundred years, samurai armies fought for control of Japan. They were lead by the daimyo, a group of hugely powerful warlords who would have been kings and princes in their own right anywhere else in the world. Some of the daimyo were undoubtedly heroes, and some were undoubtedly utter monsters, but all of them were vastly ambitious! You’re about to be pitched into the middle of this epic struggle between the daimyo. The prize is to become shogun, the military ruler of Japan, and the controller of the nation’s destiny. The shogun is a more powerful man than the Emperor himself. The reward is tremendous, but the price of failure is death for you and your adopted clan!
“To perceive victory when it is known to all is not really skilful… It does not take
much strength to lift a hair, it does not take sharp eyes to see the sun and moon,
it does not take sharp ears to hear the thunderclap.”
— Sun Tzu, The Art of War
History and warfare doesn’t happen by accident. You’ll understand the game much better if you read at least some of this manual. You don’t have to remember everything (there’s no test on this stuff, we promise), but if you do know why daimyo A hates daimyo B but is willing to do a deal with clan C, you’ll have a lot more fun while you’re playing. At the very least, it’ll explain who all these people are, and who knows, it might even help you win Shogun: Total War — Gold edition! Think like a daimyo, and you’ll win like a daimyo!
“Those who know when to fight and when not to fight are victorious.”
— Sun Tzu, The Art of War
The game has been designed and programmed to think like the daimyo and follow the ideas of Sun Tzu, the Chinese author of The Art of War. If you do the same and follow his principles of warfare, you will triumph and end up as the new shogun!
“When on surrounded ground, plot. When on deadly ground, fight.”
— Sun Tzu, The Art of War
So trust no one. Keep your friends close… but remember to keep your enemies closer still!
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1: The Daimyo In Shogun: Total War
“Leadership is a matter of intelligence, trustworthiness, justice, courage and
authority.”
— Sun Tzu, The Art of War
It’s traditional for Japanese names to be given as the family name first, followed by the individual’s given name, so Tokugawa Ieyasu is actually “Ieyasu of the family/clan of Tokugawa”. By and large, family and clan loyalties were the most important relationships between the “big players” in this period of Japanese history, which makes it slightly easier to keep track of the different factions in Shogun: Total War - Gold Edition! If people share the same family name, they’re generally on the same side. As we’ve seen, this doesn’t stop some daimyo and samurai plotting against their overlords, relatives and friends as well as everyone else, of course!
When the action starts in Shogun: Total War - Gold Edition, the daimyo warlords are well established in their home fiefdoms, and each has a realistic expectation of success in the war to come. All the clans have a reasonably equal chance of being the next shogun family at the start of play. There are many candidates who could become shogun, but only if they have the skill to succeed in war and the will to prevail over their enemies!
“If you do not know the plans of your competitors, you cannot make informed
alliances.”
— Sun Tzu, The Art of War
In reality, Tokugawa Ieyasu (who was held hostage during his childhood by Imagawa Yoshimoto in the list below) eventually came to prominence by astute political manoeuvring and great military skill. His family lasted as shoguns for 250 years, but there’s no reason for your version of history to turn out that way! It’s up to you to steer your chosen family to the Shogunate, with all your enemies crushed and your clan in power. The Imagawa/Tokugawa don’t have to be the winners… unless you are their warlord and ruthless enough to take them to final victory!
The following great daimyo, then, are leading their respective clans:
Hojo
Hojo Ujitsuna — Ujitsuna would like to be heir to a proud tradition. The Hojo had been the shoguns of Japan, brought peace and prosperity and even driven away the Mongol hordes! Ujitsuna and his sons are powerful daimyo and will struggle for many years against the Takeda and Uesugi clans. In fact, the founder of the clan, Hojo Soun, was a lowly samurai adventurer who overthrew the old order in his home province and took an old name as his own. His descendants are equally ruthless!
Imagawa
Imagawa Yoshimoto — Under Yoshimoto, the Imagawa clan managed to gain control of Mikawa, Totomi and Suruga provinces. However, a move into Owari brought him into conflict with Oda Nobunaga (the son of Nobuhide, below) and Yoshimoto was defeated and killed at the battle of Okehazama. Once he was gone, the clan’s power declined rapidly.
Mori
Mori Motonari — Originally vassals of Ouchi Yoshitaka, the Mori family came to dominate the Inland Sea of Japan for around 50 years and fight the Amako. When the Ouchi were overthrown Motonari seized the opportunity and defeated all rivals to their territory. With his power base secured, he continued to expand his families’ holdings with successes against the Amako, although his grandson and successor was to be opposed by the generals of Oda Nobunaga.
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Oda
Oda Nobuhide — The father of the more famous Oda Nobunaga, and a relative of the Taira clan who had once ruled Japan. Nobuhide lead his clan to victory against the Imagawa (above) at Azukizaka in 1542 and paved the way for his children to rise to prominence. His most famous son, Nobunaga, was a greedy, utterly ruthless man who nevertheless became the archetypal daimyo general of the period and the power behind the last of the Ashikaga shoguns.
Shimazu
Shimazu Takahisa — Based in the southern part of Kyushu, Takahisa led the Shimazu clan in an able and innovative fashion. He was the first of the daimyo to equip his soldiers with European arquebuses on a large scale, and the first to win a victory with them in his attack on Kajiki Castle in Osumi province. After his death the family fortunes declined, and they chose to support Ishida Mitsunari at the Battle of Sekigahara which lead to their eventual downfall.
Takeda
Takeda Nobutora —Nobutora seems to have been a mostly able ruler of Kai province, but favored his younger son as his successor, which lead the elder, Takeda (Harunobu) Shingen, to revolt. Nobutora then had to suffer the indignity of being held prisoner by a neighboring lord by his own son’s orders! Despite this seemingly poor beginning, Shingen became one of the ablest of the daimyo. He was also the subject of Kagemusha, Akira Kurosawa’s epic samurai movie — and the movie is an excellent source of hints and tips for double-dealing in the game!
Uesugi
Uesugi Tomooki — Tomooki spent much of his time at war with the neighboring Hojo clan. His branch of the Uesugi family (the Ogigyatsu) came to a premature end when his son, Tomosada, was killed in battle in 1545 against the Hojo while trying to retake Kawagoe castle. The other branch of the family, the Yamanouchi, lasted longer and eventually fared better. Uesugi Kagekatsu switched sides to the Tokugawa after Sekigahara and was rewarded for his new found loyalty with the valuable Yonezawa fief. The Uesugi also had a long-running dispute with the Takeda clan.
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2: Formations
“The victorious general gets his troops to go into battle as if he was directing a
massive flood of water into a deep canyon. This is a matter of formation.”
— Sun Tzu, The Art of War
Getting an army organized on the field of battle was an important drill that every general would have had his troops practice. The process of getting an army out of a marching column and into some kind of battle line was helped because there were standard formations for an army about to enter battle. The following six were recommended battle formations that every army would know how to apply when entering a fight.
All formations were based on older Chinese ideas for deploying armies, and all of them had elements in common. The taisho, or general, was always near the centre of his army, where his command skills could be best used to control his followers. Cavalry — and this meant exclusively samurai — were positioned where they could charge against vulnerable enemy units. A skirmish line of brave samurai and ashigaru missile-armed troops were in a forward position to harass and break up the enemy’s ordered ranks as they approached. Most importantly, there would be a substantial contingent held in the rear as a tactical reserve to be committed at a battle-winning moment.
Ganko — This is a flexible and powerful formation that can quickly change into a defensive pattern called onryo by a series of pre-arranged moves. The units of samurai could be pulled back at an angle to make the second formation.
Gyorin — Effectively this is a “blunt arrowhead” formation similar to the hoshi. Typically, an army that was badly outnumbered by its opponents would use this formation.
Hoen — This was a keyhole-shaped formation that was widely regarded as the best counter to the hoshi arrowhead. The enemy drawn into the centre and destroyed in detail.
Hoshi — This is an attacking formation, and regarded as one of the strongest. The arrowhead brings the maximum pressure to bear against a small portion of the enemy battle line.
Kakuyoku — This is another strong formation that can be quickly changed to suit the emerging battle situation. As it stands, the kakuyoku is equally good for offence or defense. Without too many movements by the component units, the entire army could be changed into a hoshi and sent against the enemy.
Koyaku — Another flexible formation that, thanks to the split vanguard, is capable of absorbing an enemy initial attack for long enough for the enemy’s true intentions to become plain. Once they were, the army could adapt its tactics to match.
Army units
“The consummation of forming an army is to arrive at formlessness. When you
have no form, spies cannot find anything out and the enemy cannot produce a
strategy.”
— Sun Tzu, The Art of War
All the units below are included in Shogun: Total War - Gold Edition. All the units will be produced at a stockade or castle of one kind or another within the producing clan’s domains. Some units also require that the castle be upgraded with specialist weapon makers or dojo — specialized training establishments.
A clan’s resources must be sufficient to pay the cost of the unit in koku. Some of these units might seem “cheap”, but that’s only until you remember that a koku is the quantity of rice used to feed one man for a whole year. That’s not to say that a unit of cavalry archers needs several warehouses full of rice to keep them going, but that this is the level of wealth that’s needed to pay for their training and upkeep. Remember that not all the clans necessarily get their money in rice from the peasants.
The Takeda were lucky enough to own a gold mine, while other clans made money by taxing trade with the Chinese mainland. Koku, however, are a good standard measure for wealth in Shogun: Total War - Gold Edition. An army is made up of a mixture of unit types, simply because each style of fighting has its own strengths and weaknesses. A skilled general takes into account the strengths of each kind of unit while being aware of their weaknesses. By making sure that the weaknesses of one sort of unit are screened or compensated by another unit, a strong army can be built up.
“Those who use an army skillfully do not raise troops twice and do not provide
food three times.”
— Sun Tzu, The Art of War
The exact mix of units in an army depends on the personal command style of the daimyo in charge. The Takeda clan, for example, used to include quite a high proportion of cavalry in their armies because it was their standard (and often successful!) tactic to begin a battle with a full-blown cavalry charge into the enemy. The shock effect of this cavalry charge often demoralized an opposing force before the real battle began, making victory an easier proposition. The mix of units in your army when playing Shogun: Total War – Gold Edition will depend on the tactics that you want to try out, what opponents are fielding against you, and what units you can afford to train.
A good taisho also kept his army intact as far as possible. There was little point in winning a battle if the victory has cost too much blood. Because warriors in Shogun: Total War gain experience when they fight, it is a sensible policy to try and keep
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casualties to a minimum. Units that are bled white in battles not only lose soldiers; they also lose valuable combat effectiveness as the knowledge of how to fight — and win — dies with the warriors who are killed.
“Getting soldiers to fight by letting the force of momentum work is like rolling rocks or logs… When troops are skillfully led into battle the momentum is like
that of round rocks rolling down a high mountain. This is force.”
— Sun Tzu, The Art of War
Finally, when looking at these different types of soldier, remember that the samurai were the living embodiment of a simple military principle. Weapons are useless unless used well, and the warriors carrying the swords and guns are more important than the weapons they carry. It almost goes without saying that a unit of samurai is much better in terms of quality than any ashigaru force, no matter what their armaments. Both, however, are necessary when building an army because having many “cheaper” men is often useful in battle and in holding ground once it is taken.
Samurai Archers
These troops are among the most useful in Shogun: Total War as they can be trained quickly and are relatively inexpensive. They are extremely useful in any army. As samurai, their morale and fighting skills are excellent. They are also armed with both bows and swords, meaning that they can stand off and shower enemy forces with arrows, then close in and fight hand-to-hand when
needed. Their armor is also of good quality and their morale as samurai is exceptional, making these among the most useful soldiers daimyo can have under their command, especially early in the game.
Most clan armies will include a good number of these units simply because of these all round abilities.
“Standing your ground to wait for the enemy who is far away, waiting for the
weary in comfort, waiting for the hungry with full stomachs, is mastering strength.”
— Sun Tzu, The Art of War
Naginata Samurai
The naginata is a dangerous weapon in the hands of a samurai. Its reach may not be as long as a yari, but it is “handier” for close combat and has a greater attack range than a sword. This makes it a terrible weapon to face: for example, a single sweep from a naginata can neatly decapitate a charging horseman or cripple his horse. In either case, the horseman has been
defeated! Samurai who used the naginata often used heavier armor than was usual which makes them a little less mobile than other samurai units. It does, however, give them defensive bonuses in combat.
Yari Samurai
The yari is a long spear tipped with a razor sharp blade. Originally, this was simply a slightly sturdier version of the lance-like spear used by mounted samurai, but over the years it became a different and heavier weapon. Once battle had been joined samurai equipped with the yari were equally adept in close combat as long
as the unit kept good order in its ranks. Yari samurai are extremely effective against cavalry. It is, after all, very difficult to force even the best-trained cavalry horses to charge into a mass of spear points! Thus, they tend to be used “defensively”. In an ideal world, the enemy would be tempted into charging onto the spears, dashing themselves to pieces against a foe which who is just a few meters away beyond the range of a sword swing.
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No Dachi Samurai
Every samurai carried two swords as a mark of his class. Samurai armed with the no dachi went one better, as this was a large two­handed sword that could cut down almost any opponent when used with skill. Samurai armed with the no dachi are used as shock troops to break into enemy formations. They can also be used very effectively against troops whose morale
is already suspect — an attack by a unit swinging two-handed swords can cause even the sternest heart to quail! No dachi samurai, then, are superb when used to take an attack to the enemy, but they are less effective when used defensively.
Warrior Monks
Religious certainty and samurai training are a potent combination. The sohei — Buddhist warrior monks — had a tradition of getting involved in wars that didn’t necessarily concern them. Many monasteries also had a tradition of producing brave and fanatical warriors, men who were certain that death on a battlefield would not mean defeat, disgrace and failure but a certain place in paradise.
A unit of warrior monks is a powerful fighting force, motivated as it is by religious devotion. It also uses a “portable shrine” in place of a battle flag as its standard. The presence of this shrine makes other troops reluctant to attack them, if only because of the potential sacrilege. However, Christian samurai units (that may existent after the arrival of the Portuguese in 1542 and the subsequent appearance of the Jesuits) don’t suffer any penalties when attacking warrior monks.
cavalry archers
Armed with swords and bows, cavalry archers are a potent skirmishing force. Being mounted, they have excellent mobility; being armed with bows, they can shower opponents with arrows; being armed with swords, they can close with the enemy; being samurai, they are dedicated and fearless! However, cavalry archers lack the “weight” to charge home
successfully against properly organized defenders, but against poorly positioned, badly managed or already “wobbly” troops they can be deadly. They can be used to harass the enemy with missile weapons, maneuvered to threaten vulnerable flanks, or sent in to break wavering troops.
As with all cavalry, however, cavalry archers need careful handling when going up against arquebusiers. They can be quickly shot to pieces.
“Attack without warning where the enemy is not expecting it, and while his spirit
is undecided follow up your advantage and, having the lead, defeat him.”
— Miyamoto Musashi, The Book of Five Rings, The Fire Book
Heavy Cavalry
Heavily armed and armored, these samurai are an elite. Able to take nearly any enemy and win, they have the speed, weight and power to be powerful shock troops when they can come to grips with an enemy. Relatively speaking, they are less effective against troops armed with yari (who can hold them off at a distance beyond the swing of a katana), and against arquebus-armed ashigaru.
“Relatively”, however, is the key word here. If heavy cavalry are in close combat against anyone, they will do severe damage to their opponents. Heavy cavalry are also well able to defend against most attacks. Nearly all clan armies will include heavy cavalry. They are simply too threatening not to include in an army.
Historically, the Takeda clan made great use of cavalry to deliver a punishing charge in the first few moments of a battle.
Yari Cavalry
These samurai shock troops fall somewhere between their light and heavy comrades in arms. They can be used to break infantry formations, as their lances give them a reasonable “reach” in combat. The lance used by mounted samurai is the direct “ancestor” of the yari carried by infantry. It is, however, shorter and lighter than the foot samurai and ashigaru version of the spear, but it does mean that lancers are at less of a disadvantage against yari-
armed warriors. Overall, they are potent units, but lack the defensive bonuses of the heavy samurai cavalry. Again, they are forces that need to be carefully handled when attacking arquebusiers. If a charge is poorly timed, any cavalry unit will be shot to pieces before it can attack itself.
Yari Ashigaru
At the start of play in Shogun: Total War, most clans will receive a yari ashigaru unit “free of charge” as the start of their army. The yari, or long spear, was popular as a weapon among the daimyo for their ashigaru because it was relatively easy to train large numbers of peasants to use it. Learning to hold a spear (and point it in the right direction) doesn’t take anything like as much time as learning to use a sword properly!
Yari Ashigaru should not be compared directly to samurai warriors armed in a similar fashion. Ashigaru fighting ability, morale and general levels of equipment are markedly inferior to those of true samurai. On the other hand, the ashigaru are relatively cheap soldiers and can be trained in great numbers quite quickly. Ashigaru soldiers of this type are usually present in clan armies in considerable numbers for just these reasons.
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As with many European “pike and shot” armies, yari-armed troops were used to create a “wall” of spear points for other soldiers to shelter behind. It takes some time to ready an arquebus and the enemy can be kept at bay during reloading by yari­equipped troops.
Arquebus Ashigaru
The coming of the arquebus in 1542 led to a revolution in the way that clan armies were armed and organized. Properly used in large numbers, arquebuses could be devastating missile weapons, even though it was out-ranged by, and slower than, a traditional bow.
Early arquebuses were very heavy, and often needed a stake-like support for the barrels. In turn, this made them cumbersome to move and deploy, as they certainly couldn’t be used without such
supports. This also means that arquebus-armed ashigaru aren’t very effective in hand-to-hand combat. Their firepower can inflict heavy casualties on anyone who comes near, but if the enemy gets close enough, the arquebus-armed ashigaru are at a huge disadvantage in hand-to-hand combat. They will, quite simply, be cut to pieces.
Because arquebus-armed ashigaru require a trading post to be constructed in a clan’s domain, they can only be produced after the arrival of European traders in Japan: the Portuguese arrive in 1542, while the Dutch land in 1561. European traders were quite happy to sell guns to the daimyo warlords, but their European gun makers were at the other end of a very long and hazardous sea voyage. Local gunsmiths did manage to copy European arquebuses, but not immediately in large quantities. This is part of the reason for the relatively long training time for arquebus-armed ashigaru. It’s not hard to teach troops to use the weapons, but getting hold of enough arquebuses plus good quality powder and shot can be headache!
Musketeer Ashigaru
Qualitative improvements in gunpowder weapons and (just as
importantly) their tactical use mean that later in the Sengoku
period — and in Shogun: Total War — an improved form of
arquebus-armed ashigaru can be trained for inclusion in your army.
These troops have a slightly greater range with their gunfire and a
higher rate of fire. By this point the arquebus has become a more
refined and — most importantly — a lighter weapon that can be
aimed without the need for an extra support. Note: Clearly, arquebus-carrying units are not available in campaigns. from the Mongol invasion era. The term "musketeer" isn’t strictly correct because these ashigaru aren’t technically armed with muskets as such but with a lighter, improved type of arquebus. However, "Slimmed-Down-But-Improved Arquebus Ashigaru" is a bit of a mouthful for a unit title!
NAGINATA CAVALRY
A further refinement of heavy cavalry came about when samurai began using naginata polearms from horseback. This gave them many of the advantages of a sword, with the reach of a spear!
Naginata Cavalry can only be trained at a location where there is a Famous Horse Dojo (i.e. one that has already been improved) and a
Spear Dojo.
KENSAI
Kensai is the term for "sword saints", the almost superhuman masters of the sword that only years of training and dedication can produce. Although he lived at the end of the Sengoku period, Miyamoto Musashi was one such figure. These men were capable of taking on many opponents at once and emerging victorious and often untouched. Few
nations have ever produced such skilled swordsmen, and possibly only the very greatest fencing masters in Europe could ever be judged to have the same level of skill with their chosen weaponry.
Kensai, as masters of swordsmanship, can only be trained at the most exalted of dojo: a Legendary Sword Dojo. They appear on the battlefield as single warriors, but don’t be deceived — they are truly deadly!
BATTLEFIELD NINJA
Unlike the other ninja in the game who operate as "strategic" pieces
and carry out assassinations, Battlefield Ninja do exactly what their
name suggests: they can be deployed like any other troops on the field
of combat.
Well, perhaps not quite like any other troops, since they have superior stealth abilities and can therefore hide very effectively from enemy forces. As such, their position is only revealed when they finally attack.
ASHIGARU CROSSBOWMEN
Ashigaru rossbowmen are described in more detail in the section on
The Mongols, as they only appeared in that historical time period.
Their training requires a Bow Dojo.
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MONGOL UNITS
All the Mongol units are described in the section on The Mongols, as they only appear in battles and campaigns of that historical period.
All the Mongol troop types land as reinforcements in Japan, spirited across the ocean from mainland Asia. The Mongols never train new units on the map, so there are no building requirements for them.
Castles & Siege Warfare
Throughout Japanese history, warfare nearly always involved castles. Shogun: Total War — Gold Edition includes both castles and the battles that were fought over them.
In Shogun: Total War - Gold Edition, you won’t have to sit and watch a long siege, as all the details will be handled for you by the strategic game system. If your forces invade a province with a castle, they will have to fight the province’s garrison as always, but victory doesn’t automatically take control of the province.
Instead, the defeated defenders retreat into the castle and the province becomes contested by the two daimyo. This stops either side getting any tax income from the province, but it also stops the defender building any new military units there as well.
As long as there is an attacking army in the contested province, the castle is besieged. You, as commander of your clan, don’t have to worry about the details of the siege. As long as the castle is besieged, the defending troops will suffer attrition losses as they starve or your own men conduct small-scale attacks. This is a slow but fairly certain method of taking a castle. Of course, you can always order an assault that will result in another tactical battle or decide that a siege is going to take too long and try a different strategic approach.
It might look like the defenders, on the other hand, have no choice but to sit there and wait to be starved out, but there are options for them too in Shogun: Total War -
Gold Edition. The first of these is, naturally enough, just to sit there and hope the attackers give up! This may, however, be only postponing the inevitable. The
defenders can sally forth and fight it out on the battlefield, but defeat will let the attackers into the castle. Alternately, the defenders can also be aided by another friendly army acting as a relief column to raise the siege. The arrival of a relief column will also trigger another tactical battle in the province.
Assuming that the attackers are successful, they will gain control of the castle, but it will have been damaged as a result of the siege. This may mean that some of the castle improvements (as explained later) will not function until the castle is fully repaired.
As you can see, castles are hugely useful in slowing down the advance of an attacking army because it will take time to besiege or assault a castle. This is quite apart from the benefits they give to their owners as training grounds for new troop units.
Historical Castles
Castles in historical Japan were naturally built to be defensible when under siege, and nearly all the early castles in Japan were built in the most awkward places (for the attacker) that could be found. Early castles were almost always wooden stockades with a few stone reinforcements. Hilltops and even mountaintops were fortified, and the nearby availability of suitable wood and stone undoubtedly helped the builders.
Unlike in Europe, the defenders were lucky in one respect. They never had to worry about lots of siege machines other than battering rams. The
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techniques of taking a castle were simple and rather brutal: the attacking army surrounded the castle, attempted to burn it down with fire arrows and, at some point, mounted an infantry assault over the walls or against its gate. By and large, the defenders only had to wait out the siege and hope that their enemy would give up as his troops deserted or disease took its toll. Often, however, the defenders didn’t wait around for the attackers to leave. Japanese history is full of accounts of samurai leaving the safety of their castles to take the fight to the enemy, often with mixed results.
By the Sengoku period, castles had been built along the same principles for centuries, and siege techniques hadn’t changed all that much either. After all, there was no real need to change a design that worked. A tradition of building stone castles was never really developed before the Sengoku period, possibly for the good reason that Japan is one huge earthquake zone, but also because it simply wasn’t really necessary. A good set of compromises between wood and stone did eventually emerge, with stone being used to create “artificial hills” on top of which castles were built.
The key feature in castle design, its defense and in siege warfare remained the range of a fire arrow. The ability to burn down a castle was all-important, as was the ability to keep the defenders far enough away from vulnerable internal buildings so that they couldn’t burn them down. All this changed, of course, with the introduction of firearms. Now both defender and attacker had to take into account snipers, as well as larger siege guns, of which there were some in Japan.
One thing didn’t change during the Sengoku period, and that was the same willingness of the defenders to charge out of the castle to meet their enemies on an open field. Given the influence of bushido upon a samurai’s actions, it is less surprising that so many chose to fight in the open than act in a completely defensive fashion!
Some castles of the Sengoku period could be enormous. Toyotomi Hideyoshi’s fortress at Osaka was truly vast, and the equal of any defensive structure in the world at the time. It used the river nearby as part of its defenses, and had defensive outer walls some 18 kilometers long. Within, a series of baileys meant that an attacker was forced to besiege one inner wall after another to have any hope of taking the place.
Artillery In Japan
In the eyes of a 16th or 17th century European general one thing would seem to be missing from a samurai army. Where is the field artillery? In Europe, gunpowder weapons were expensive to manufacture and difficult to use, at least when first created, so artillery was in use before handguns became common. In Japan, however, matters were largely reversed. This was thanks to earlier Imperial edicts against wheeled transport of all kinds. Japan had become a society where everyone walked, or rode on horseback or was carried by palanquin. Without a good, wheeled carriage, it is very nearly impossible (and definitely impractical) to move field guns around open countryside. Try carrying a car’s back axle and transmission across a muddy field while (a) several hundred people try to kill you and (b) you try to keep the whole thing dry and then you’ll have some idea of the practical difficulties of dealing with artillery on a samurai battlefield!
The daimyo took to arquebuses with enthusiasm, but artillery never really got used as
a separate “weapon system” for the battlefield. There were large guns but these were used in siege warfare. Changes in castle building techniques mostly kept ahead of artillery practices. This is why large field guns haven’t been included in Shogun: Total War - Gold Edition. Artillery pieces just weren’t that significant in Japanese battlefield warfare at this time.
Note: You can play with gunpowder if you undertake any of the Mongol invasion scenarios! You’ll have the opportunity of unleashing the fear of the difficult to use, but deadly, Korean Thunder bombers upon your opposition!
Naval Forces In Japan
It would be fair to say that that the samurai were never consummate masters of naval combat, because they never really needed to become expert sailors. A fleet wasn’t going to make its owner the shogun, but a samurai army might just do the job!
Warships were built and used, but they weren’t really a decisive factor in the Sengoku period. As a result, Shogun: Total War - Gold Edition doesn’t include naval forces. During the game you can build shipyards in coastal provinces, but these are needed for transport and trade between the main islands of Japan.
Strategic Units In Shogun: Total War
In Shogun: Total War - Gold Editionthe following units are deployed on the strategic map of Japan. With the exception of the taisho, a general, they don’t appear on tactical battlefields. They do have skills and abilities that a wise daimyo is well advised to use to full advantage, as you’ll see!
Taisho
Drawn from the ranks of the most able samurai, a taisho is a general given command of part (or all) of a clan’s army. The taisho shows the position of the army on the strategic map of Japan, and he is also present on any battlefield involving units under his command. On a battlefield, a taisho has a small group of bodyguards (his hatamoto) to protect him. A general has an influence on all the units under his command.
As he gains honor and experience, the units a taisho commands receive bonuses to
their morale.
Generals can be killed on the battlefield by enemy troops and they are also vulnerable
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to ninja assassination attempts. Taisho are definitely assets worth using (and protecting) on the battlefield.
Emissary
Emissaries are samurai who have been specially selected for their loyalty and given training to be courtiers as well as warriors. Their diplomatic skills have been honed to a fine pitch, and they can be trusted to treat daimyo with respect and honor when negotiating with them. Every time an emissary succeeds in a diplomatic mission, his experience increases; this both increases his chances of success in future
and makes him slightly less vulnerable to assassination attempts by ninja. Finally, there is always the risk that an emissary will not only fail in his diplomatic mission, but that he will become a “rejection note” himself. One possible result of sending an emissary to see a daimyo is that his head — and just his head — will be sent back! This definitely means “no!” whatever the question!
Ninja
Ninja are spies and assassins par excellence. It’s a foolish daimyo that doesn’t at least consider using ninja against his rivals. Ninja can be sent out to kill important people in other clans, including emissaries, taisho and the daimyo himself. The more important a target the ninja is sent against, the lower his chances of success. Master and legendary ninja who have already carried out many successful missions can also be
used during sieges. They can sneak into a castle and open the gates for the attackers! Each time a ninja manages to complete a mission he gains experience and will have a higher chance of success the next time he is sent out — assuming that he isn’t caught and executed (in some appropriately horrible fashion) by the opposition, of course!
Shinobi
The shinobi is a spy, sent into enemy territory to gain information and cause dissent. Without owning a province, a daimyo in Shogun: Total War won’t have access to any information about that province unless, that is, he sends a shinobi to spy out the land. This spy can give reports on the value of the province (its productive value), any improvements that have been built there, and some military
information too. The other purpose of a shinobi is to encourage revolt against the province’s overlord. A province that revolts doesn’t automatically change allegiance, but instead it becomes independent with its own standing army of peasants and ronin.
Used “defensively” a shinobi acts as a kind of secret policeman, making sure that the daimyo’s enemies never get the chance to spread dissent and dissatisfaction to the peasants in a province. Endless rebellions can, of course, destroy the domain of a daimyo just as surely as an army marching across it.
The Legendary Geisha
The Legendary Geisha is the supreme diplomat, spy and assassin. She can be sent as an emissary to see another daimyo, but while in his castle also acts as a spy, obtaining information normally only available to ninja sent as spies. What’s almost insulting to the “victim” daimyo is that he knows that the Legendary Geisha is up to no good, but can do nothing about it other than having her assassinated by a
ninja of his own! It’s worth remembering that geisha were not openly prostitutes or courtesans, but “educated escorts and entertainers” — the perfect people for overhearing sensitive information…
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Jesuit Priest
Jesuit priests can be used as emissaries, and are especially effective when used in this fashion on diplomatic missions aimed at securing treaties with Christian rulers. No matter what the result of his diplomatic mission, a Jesuit will never be killed and his head sent home in a bag by a Christian daimyo. A Buddhist daimyo, however, is under no obligation to respect the sanctity of the church or its representatives!
3: THE LAND OF THE DAIMYO
“Terrain is to be assessed in terms of distance, difficulty or ease of travel,
dimension and safety.”
— Sun Tzu, The Art of War
Land has always been at a premium in Japan. The basis for nearly all wealth and prestige in feudal Japan was land and the rice that the peasantry grew. It’s worth remembering that the population of Japan was greater than that of the whole of Medieval Western Europe — Japan has always been a relatively crowded nation, and this has given extra impetus to the demand for land. The country itself is made up of four main
islands: northern Hokkaido, the main island Honshu, and the smaller islands of Shikoku and Kyushu. Shogun: Total War - Gold Edition doesn’t include Hokkaido for the simple reason that control of this island wasn’t strategically or tactically important during the Sengoku period. It was still largely a cold, barbaric “backwater”, inhabited by the Ainu people, the original inhabitants of Japan. Honshu was the most important of the islands (and remains so to this day). It was control of the provinces of Honshu that brought victory to the Tokugawa clan. It would, however, be a mistake to dismiss Shikoku and Kyushu as irrelevant, as powerful daimyo arose on both islands. The straits around those islands make superb protective moats behind which quite a powerful army can be trained!
“A victorious army first wins and then seeks battle. A defeated army first battles
and then seeks victory.”
— Sun Tzu, The Art of War
The Asian mainland is just far enough away to the west to be “inconvenient” for invading armies, as the Mongols found out to their cost. This allowed the daimyo to fight each other without really having to worry about the arrival of a Chinese or Mongol army in their midst, eager to take advantage of a Japanese civil war. Perhaps the Sengoku period would never have happened if the daimyo had been forced to consider external threats. Then again, the Ancient Greek cities squabbled continuously even though the Persian Empire regularly tried to invade.
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PROVINCES
Even given the scale of the strategic game in Shogun: Total War - Gold Edition, the provinces are functionally different. Each province in the game is valuable in itself because of the money (measured in rice koku) that it produces, because of its strategic position and because of the prestige that ownership gives the controlling daimyo. This is true no matter where the province happens to lie. The daimyo sets the tax rate across his whole realm, but rich and properly developed provinces obviously give the maximum tax income. At the same time, a daimyo has to be careful in balancing his obvious need for money to pay for his armies, fortifications, spies, and all the rest against the risk of starting a peasant rebellion. The Ikki defense leagues of peasants and ji-samurai are not going to remain loyal forever if their overlords do nothing but squeeze them for taxes!
A province like Yamato or Hida on the main island of Honshu is useful strategically because it allows its owners to attack in many directions; this same strategic usefulness can also be a liability to a weak overlord because the same province can be overrun from all sides. Conversely, one of the provinces on Kyushu is excellent defensively, but isolated from the centre of Japan with many (often heavily) defended provinces between it and the centre of power in Kyoto. Both kinds of province have their uses to skilled daimyo that think in larger terms than just winning the next battle.
“A wise general strives to feed off the enemy’s land. Each bushel of food taken
from the enemy is equivalent to twenty carried from home.”
— Sun Tzu, The Art of War Provinces also differ from one another in one other important respect. In Shogun: Total War - Gold Edition many provinces have what can be termed a “special ability”. Some
provinces contain gold or other valuable mineral wealth that can be mined, for example. Others are home to natural horsemen (and so cavalry units are easy to produce there) or have a tradition of producing ninja assassins. It’s a good idea to decide if the special conditions in a province make it worth capturing, either because it will further your own plans or deprive an enemy of a valuable resource.
You can use a shinobi to discover the details of a province before you attack it. Both the strategic position of a province and its revenue need to be considered before it is added to your holdings! There is, of course, a double benefit to attacking enemy provinces. Not only do you get the use of the territory, your opponent is deprived of its income and many improvements that he has built there. Taking a province actually shifts the balance of power by “two provinces’ worth” in favor of the conqueror (plus one for the conqueror, minus one for the defeated party), and may open up further strategic opportunities to divide an enemy’s domain.
One of the other nice things about capturing a province is that you also capture any castle that happens to be there.
As you’ve already seen, though, it’s not necessarily a fast or easy process to capture a castle. You’ll either need to fight at least two battles or starve the garrison into submission through a protracted siege. Naturally, the castle itself will be damaged in the process of being captured (it will be reduced by one level, in fact), but this is often much cheaper than having to build a new structure from scratch. Any military structures associated with the castle will also be captured, unless the castle itself is no longer prestigious enough to be a home for them. Thus, taking a province can also slow or cripple an enemy’s war production and give your own production capacity an almost-instant boost too!
Improving Provinces
In addition to being great commanders, the daimyo were also great landowners. They had to be, as maintaining an army in the field was a hugely expensive proposition. Like all sensible landlords, the daimyo kept an eye on their holdings and regularly invested in schemes to increase their worth and, in the process, the taxes that they could raise from a province.
In Shogun: Total War - Gold Edition, you can also improve provinces by spending koku on them. Any province can have its farmlands upgraded at least once (and up to four times in most cases) to produce more annual revenue. Provinces with mineral wealth can also have mines built in them. There’s nothing quite as useful as finding gold or other mineral riches in your domain! This was what allowed the Takeda clan to be so mild in their taxes and yet build up a substantial cavalry army.
One thing that doesn’t need improvement is the permanent garrison that is found in every province. Even without having an army in the field, a daimyo can rely on a “scratch force” of local peasants, ashigaru and ji-samurai to protect his interests. Effectively, these people become an extra couple of units on any battlefield when a daimyo is on his own territory. Even when a daimyo doesn’t control a province, it’s garrison remains in place to protect their own homes.
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Watchtowers & Border Forts
There are two “non-economic” improvements that a daimyo can make in Shogun:
Total War - Gold Edition. Firstly, he can build a watchtower in any province that he
controls. This doesn’t help defend the province, but it does act as a permanent spy in all the adjacent provinces. Secondly, he can build a border fort, which acts as a permanent counterspy in the province where it is built. This stops enemy spies from obtaining any information about the province. Watchtowers and border forts also help improve the loyalty of the local peasants.
Disasters
Japan has always been a country where Nature can turn on the works of mankind and destroy them in an instant. There is always the risk that an earthquake can strike and wipe out some or all of the buildings and improvements in a province. Fortunately, earthquakes aren’t very common. Equally dangerous and expensive when they do strike are typhoons (the word itself is a
direct transliteration from Japanese). These terrible storms can sweep across the Pacific and make landfall with damaging effects in coastal provinces. However, the western coast of Japan faces China and the seas there simply aren’t big enough for these storms to really get going. As a result, the western coastal provinces are safe from any typhoons.
Rebellions, Peasant Revolts & Ronin
Not all provinces in the game are actually commanded by one of the daimyo. Just as in the historical Japan, there are provinces where the Ikko-ikki have kicked out their overlords, or where more generalized peasant revolts have taken place.
Every province in Shogun: Total War - Gold Edition has a loyalty rating. This measures how the peasants and ji-samurai feel towards their current ruler, and it can be affected by a number of factors. Nothing is likely to cause more damage to loyalty in the long run than consistently high taxes. It’s a great way to raise income, but keeping the tax rate too high can lead to unrest. After the arrival and spread of Christianity, religion can also have an effect on the people’s loyalty, as you’ll see in a later section. Rebellions also have a nasty tendency to spread if left unchecked, as peasants in one province will see that their near neighbors are getting away with rebelling and try it
themselves. Just to make life difficult, peasants can sometimes rebel if their harvests have been poor or a natural disaster has struck. After all, it is better from their point of view to keep all of a poor harvest and face a daimyo’s wrath than starve to death after handing over most of a poor harvest in taxes. At the same time, there are things that a daimyo can and will do to make his provinces happier with his leadership. On the military front, keeping a garrison in a province helps suppress some disloyalty, and is very useful in itself as a “tripwire” force should any of your neighbors decide to invade. Shinobi can also be used as “secret policemen” to weed out malcontents in a province and suppress dissent as well. Border forts and watchtowers will also make the peasants feel better about their lot: at least they can see that their taxes are being spent on something to protect them, and not just on a daimyo’s fancy army. Likewise, spending money to make the peasant’s lives better in the long run by improving their farms also makes a daimyo popular.
There’s also one other factor in whether rebellion breaks out or not: a just-conquered province is likely to rebel and declare loyalty to its former owner if the peasants are given half a chance. Not keeping a garrison force (and possibly a shinobi) in a recently conquered province is likely to cause a revolt. A “change of ownership” takes five years or so to take hold in the hearts and minds of the local population in a province, so bear this in mind when setting tax rates and moving troops around.
Sooner or later, however, it’s likely that someone, somewhere will revolt when you’re playing Shogun: Total War - Gold Edition. Depending on the cause of the revolt, it may turn out to be a direct threat or a problem that can be ignored for a little while (but not too long, remembering that rebellion can spread!).
The least dangerous revolt, from a daimyo’s viewpoint, is a peasant rebellion. This causes the Ikki in the appropriate province to raise an army of ashigaru spearmen to defend their homes. With a bit of care, a samurai army should be able to crush this kind of rebellion.
Religious rebellions are slightly more dangerous, in that they tend to produce better quality field armies of fanatical believers. A rebellion by Christians puts a militant samurai army in the field and these troops are often supported by ashigaru arquebusiers. A Buddhist Ikko-ikki revolt, on the other hand, doesn’t have any arquebusiers (as these are a “Christian” weapon), but it can have substantial numbers of warrior monks in its army. In both cases, these can be tricky revolts to put down quickly because of the quality and quantity of the rebel forces involved.
Finally, and only in recently conquered provinces, there is the risk that a “loyalist” (to the old daimyo) faction will take control of the province. This can be a double-edged sword, depending upon whether you are the victim of the rebellion or the daimyo for whom the loyalists have declared. If you’re the victim, as soon as a province begins a loyalist revolt, you’ll find yourself facing a new samurai army loyal to the previous daimyo. If you benefit from the loyalist revolt, you’ll suddenly find yourself in a control of a brand new samurai army in your old province!
Finally, after the death of a daimyo (without any heir) his domain doesn’t simply disappear. It dissolves into independent “mini-statelets” under the control of ronin, the daimyo’s former soldiers.
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These soldiers might look like rebels, but they are actually self-interested warriors only after extending their own powers. They can be among the most dangerous “independent” forces in Shogun: Total War - Gold Edition, but fortunately the ronin don’t tend to be that coordinated in their actions. The ronin in each province will generally act in selfishly and not come to the aid of any neighboring ronin who are currently being attacked.
Religion
Sooner or later every daimyo in Shogun: TotalWar - Gold Edition will have to make a
decision about his religious convictions, and this can have profound consequences on the loyalty of his people. The arrival of Roman Catholic Christianity with the Portuguese, and in particular the arrival of the Jesuits, made sure that the accommodation between Buddhism, Shinto and Zen that had been arrived at in Japan would have to change. The Society of Jesus — the Jesuits — had been formed in Europe as “soldiers of the Counter-Reformation” to defeat the rise of Protestantism on all levels. They were not only a militant order, but were often superb scholars, consummate diplomats and very occasionally good soldiers as well. Jesuits were often involved in journeys of exploration simply because they made such superb papal representatives.
In Japan their martial spirit was immediately appealing to the samurai, and this was a legacy from their founder, Ignatius Loyola, who had been a military man. Christianity, however, demanded that other belief systems be put aside, and the old compromises were not acceptable to true believers. As a result, friction grew up between the followers of the new religion and the more militant elements of the older faith, Buddhism. In Shogun: Total War - Gold Edition this tension is reflected in the damage that can be done to the loyalty of a province if the religion of the majority of its population doesn’t match that of its ruling daimyo. Simply put, a Buddhist daimyo has an easier time in ruling (and collecting taxes from) a predominantly Buddhist population. The same holds true for Christian daimyo and Christian populations, of course. Each religion brings its own benefits: becoming a Christian daimyo gives easier access to guns earlier in the game (at least until the arrival of the Dutch traders, who don’t care about much except a man’s gold). Remaining as a Buddhist allows fanatical and skilled warrior monks to be used in a daimyo’s armies.
In either case, the majority religious affiliation of a province will tend to drift towards the faith that is “in charge” (i.e. the faith of the province’s daimyo), and be affected by nearby Christian Churches and Buddhist Temples, which influence nearby populations into supporting the appropriate faith.
And finally (on this subject) as was noted earlier, it’s quite possible for religious differences between a daimyo and his people to become a key factor in triggering a rebellion!
Military Buildings in Shogun: Total War
Japanese buildings have always been constructed with the need to withstand earthquakes in mind. The wooden construction used for traditional buildings was a sensible and practical solution to preventing earthquake damage. A lighter, wooden building stood a better chance of “giving” and moving with a quake rather than simply falling down!
This isn’t to say that stone buildings didn’t exist in Japan. Stone construction came about as a response to the arrival of gunpowder on a large scale. As in the rest of the world, Japanese castles began as purely defensive structures and only gradually became homes as well as fortresses. Over the years castles became increasingly elaborate as military tactics developed. The best of the Japanese castles built at the end of the Sengoku period were certainly the equal — if not the superior in terms of comfort and facilities — of any fortresses in the rest of the world at the time.
Before rockets and cannon arrived in Japan, the main method of attacking a castle was to shoot fire arrows into it and hope that the fire caught. By and large, with wooden buildings within archery range, this was a tactic that worked. With the arrival of stone curtain walls, the inner defenses were kept beyond the range of the enemy fire arrows.
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“Those skilled at the unorthodox are infinite as heaven and earth, and as
inexhaustible as great rivers. When they come to an end, they begin again, like
days and months. They die and are reborn, like the four seasons.”
— Sun Tzu, The Art of War
Shogun: Total War - Gold Edition doesn’t include the battles that arose from siege
warfare because the long, slow business of laying siege to a castle doesn’t make a very exciting game. Sieges are covered in the strategic game in a straightforward fashion so that you don’t have to worry about the details. Siege warfare was often neither heroic nor dramatic. In fact, most of the time it was a fairly squalid affair. If you want to imagine what a siege would have been like, think of the most overcrowded camping holiday you’ve ever had or heard about, with utterly dreadful food, no toilets, no reliable fresh water, constant bad weather, no chance to wash for weeks on end and no chance to move somewhere more interesting. Now add in random bouts of illness (caused by the food, bad water, bad weather, lack of hygiene and overcrowding) and random episodes of small-scale violence when the people you are besieging try to kill you or you try to break in and kill them. Of course, none of the intricacies (and boredom) of siege warfare mattered on many occasions. At Osaka in 1615, for example (and at other sieges), the troops inside the castle left the protection of the walls to fight it out with the enemy on an open battlefield. Sometimes this was a good move, breaking the siege in one climactic action. At other times, such as Osaka Castle, it simply meant the defenders were cut down outside the walls rather than being starved or slaughtered within them.
Samurai Castles
There are four levels of castles in Shogun Total War, but they all perform the same function. They are the bases for armies and the visible signs of the daimyos’ power,
honor and control of provinces. Without a castle to act as an administrative centre, no other military structure can be built in a province. The simplest (and cheapest) castle type in the game is the castle (castle 1). All other types of castle are developments of the basic castle. A castle is roughly the equivalent of a wealthy landowner’s fortified manor house.
At the other end of the scale, the citadel (castle 4) is a truly awe-inspiring structure equal in scale and grandeur to Osaka Castle. In all probability, there won’t be more than one or two citadels built during the course of a single game of Shogun: Total War - Gold Edition. As well as their more obvious defenses, Japanese castles were also designed with tricks and traps to defeat ninja assassins. All castles add to the honor and prestige of their owners. They are visible symbols of wealth, power and permanence and as such send a powerful message to friends and enemies alike just by “being”.
Each type of castle can have a number of military buildings and functions attached to it, as described below. As a general rule, the larger and more prestigious a castle is, the better the quality of its associated buildings, and the better their products. A small stockade, for example, can only have the most basic type of each building attached to it, while the larger castles attract master and legendary craftsmen and sensei to work in them. These highly trained individuals help to train better quality troops and a greater
variety of them too. In Shogun: Total War - Gold Edition, you’ll probably find that it is wise to create one or two large castles within your domain that act as specialized “centers of excellence” for one or two kinds of fighting unit, rather than create a castle in every province and hope to make them all perfect. Remember that it’s quite easy to run out of money: harvests and taxes come once a year, but the money can be spent all the year round! Remember too, that castles and the military buildings can only support your efforts to become shogun. In order to win, you’ll need soldiers, not just the places to train them!
“There are routes not to be followed, armies not to be attacked, citadels not be
besieged, territory not to be fought over, civilian instructions not to be obeyed…”
— Sun Tzu, The Art of War
Armory
Samurai nearly always provided their own armor and weaponry. The same, however, was not true of the ashigaru who were drawn from the lower, poorer classes. The importance of providing standardized equipment to their soldiers was realized by the more astute daimyo during the
Sengoku period. Apart from the obvious benefits of making sure that their troops were properly equipped, there was an additional benefit in terms of creating an esprit de corps among the ashigaru.
In Shogun: Total War - Gold Edition, an armory improves the armor values of any units trained at the castle where it is located. An armory can also be improved to famous or legendary status in larger castles with subsequent armor benefits for units.
“The important thing in war is victory, not persistence.”
— Sun Tzu, The Art of War
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Bow Dojo
Samurai originally defined themselves by their skills at archery, especially archery from horseback. The magnificent asymmetrical longbows of the samurai needed highly skilled craftsmen to construct them. It was in the interests of every lord to make sure that such craftsmanship was encouraged — and well paid — in his domain, and that the sensei needed to train men to use them were also available. A bow dojo is also one of the fundamental military improvements that can be constructed at any castle.
By the Sengoku period, archery was beginning to fall out of favor, a process that would accelerate with the arrival of the arquebus. A Bow Dojo allows the castle where it is located to produce Samurai Archers, and it can be improved to famous or legendary status in larger castles, allowing the training of higher honor Samurai Archers.
“When you know sky and earth, victory is inexhaustible.”
— Sun Tzu, The Art of War
Church And Cathedral
The Portuguese not only brought advanced military technology in the shape of guns, they also imported a religion as well: Roman Catholicism. The Jesuits who came to Japan spread a very militant variety of Christianity, as they were formed in Europe as “soldiers of the Counter-Reformation”. Their leader, Loyola, had been a military man and he imbued
the whole order with a martial spirit that was appealing to the samurai. Within a few years of their arrival, the Jesuits had converted substantial sections of the local population. The persecutions of the Tokugawa shogunate lay in the future.
With a flock of converts, the Jesuits lost little time in making sure that there were churches for the newly faithful as a visible sign of their influence. Daimyo who build Jesuit Churches must have adopted Christianity as their religion. Once built, Churches help to spread the doctrine of Christianity to the local population, increasing the number of
Christians in nearby provinces and, in the long term, reducing the chance of a religious revolt. A church allows the training of Priests. It can be eventually improved to become a Cathedral, which has consequently greater power in spreading Christianity.
Geisha House
When all the trappings of culture have been built at a castle (a Temple, a Tranquil Garden and a Legendary Tea House), a daimyo can add the final flourish: a Geisha House. These can only be built at the very largest castles, and help train Geishas for use as spies and messengers.
Gun Factory
Once knowledge of arquebuses was generally available, the daimyo wasted little time in setting up their own craftsmen to make them. The European weapons were perfectly acceptable, of course, but rather expensive after traveling halfway round
the world. Within a remarkably short space of time Japanese armorers had mastered all the skills they needed and were producing arquebuses that were as good as anything from abroad. In Shogun: Total War - Gold Edition a Gun Factory can only be created at the largest of castles.
Horse dojo
Cavalry require large numbers of horses, both for use in battle and for transport. A battle is a frightening and confusing experience for a man let alone an animal, and training a horse so that it was willing to charge the enemy took time and skill. Horses were also trained to kick and bite foes. This means that a samurai warrior would require at least two horses and
probably more. A battle-hardened animal was too valuable (and probably dangerous) to be ridden simply as a means of getting from A to B, so the samurai would need at least one more ordinary riding animal to get him to a battle. A Horse Dojo cannot be built at a basic castle (level 1 Castle), but it does require a Bow or Spear Dojo to have been built on the same site. It can be upgraded to famous and legendary status. A Horse Dojo will produce Cavalry Archers and Yari Cavalry. With an Armory, a Master Horse Dojo can also train Heavy Cavalry.
“Fight going down hill, not climbing up.”
— Sun Tzu, The Art of War
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