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Shogun 2 Total War Black Ship

  1. Shogun Total War 2 The Black Ship Rises Mod
  2. Shogun 2 Total War Black Ship

Total War: Shogun 2 is the seventh full installment in the popular series of strategy games. Like its predecessors, it features a mixture of turn-based strategy on a campaign map and real-time tactical battles. As a sequel/remake of the very first game of the series, the setting returns to and the of civil war.

Starting in the 1540s, the player takes control of one of the powerful clans struggling for superiority in Japan, with the eventual goal of uniting Japan under a new shogunate.Two expansion packs were produced, introducing new campaigns to the game. The first, Rise of the Samurai, is set during the Genpei War of the late 12th century, which led to the decline of the Chinese-influenced imperial court, the rise of the first shogunate and the dominance of the Samurai class in Japanese society. Unlike the basic game, the major clans are split among three families and the igniting event of the conflict will occur (Emperor Takakura is pressured to abdicate by the Taira and his toddler grandson Antoku is placed on the throne), setting off war between the three families and probably their aligned minor clans with them - the pressures of this war will create an emphasis on the usage of agents to aid your cause without even more fighting. The religion mechanic has been adapted to 'influence' of the three major families which will be a core mechanic to deal with constantly, since Junsatsushi agents can convert provinces with a majority of influence aligned to your family without a fight - especially helpful with the war certainly occupying your troops elsewhere. The second new campaign came in the form of a stand-alone expansion, Fall of the Samurai, which depicts the of the 1860s between the Tokugawa Bakufu and the resurgent Emperor. As a result of Japan's opening and contact with western influences, Japanese society is changing rapidly, spelling the demise of the feudal rule under the Samurai which has been in place for almost 700 years.

1,627 articles on this wiki 54 pages in the category 'Total War: Shogun 2'. Radious Total War Mod - Complete Game Overhaul (Updated 6.5.2012) Mod Posted about 7 years ago; 129 downloads; Offers to players big changes in campaign AI, diplomacy, land and naval battles, adding new units, new abilities, changing buildings, re balancing all unit stats and costs, reworking experience system and much more. I heard some forums saying how op the black ship was. Now i encountered the ship, getting very excited and taking it. Luckily it had with almost no units and captured it from a clan im at war with. I had to wait a few turns and disband most of my navy to get my income out of the negative up keep and a few more turns to fix it for 2k. Now i was itching for a chance to blow some ♥♥♥♥ up.

'Modernization' serves as the technology trees and buildings involved in the main strategic mechanics, which will naturally improve your clan greatly to procure.at the cost of citizens becoming increasingly unhappy with their lives being turned upside down by foreign influence overtaking traditions. The influence mechanic replacing religion remains from Rise of the Samurai, instead split between Imperial and Shogunate alignment. Unlike the other campaigns, Realm Divide here will have the Shogunate and Imperial forces openly declare their loyalties and fight against each other with you forming the vanguard of one of them - or you may instead choose to fight off everyone again by forming an independent republic!.: There's an achievement for sinking or capturing a particularly powerful ship. Possibly due to a programming oversight, you still get this achievement if it's you who loses the ship in question.: And one you'll hate with every molecule of your being. Realm Divide in Shogun 2 and Rise of the Samurai is essentially of clans who aren't you, desperately fighting your titanic might from occupying Kyoto and declaring yourself Shogun. In Fall of the Samurai however, unless you decide to take the Republic route, you will ultimately find yourself the leader of one of the two alliances that form, the pro-Imperial and the pro-Shogunate.: Diplomacy is governed by several factors that can increase or decrease another clan's fondness for your own which are then summed up to get their final disposition for your clan.

Positive factors include having a particularly honorable daimyo, having good trade relations, and having with them. Negative factors include having a dishonorable daimyo, being known to be untrustworthy, being aggressively expansionist, trading or allying with their enemies, and being at war with them.:. As with most TW games, this is pretty much inevitable, even playing as the Tokugawa. Who knows what would have happened if Nobunaga never rose to power, or if the samurai order was overthrown by the Ikko-Ikki?. Some historical inconsistencies presents in game.

For example, the Chosokabe clan did not emerge until 1574, when Chosokabe Motochika destroyed the remnants of Ichijo clan. In-game, it is Chosokabe Kunichika who would crush the Ichijo around 1545 (as rebel force). Did Otomo clan convert to Christianity as early as 1545? Otomo Sorin's father, Otomo Yoshiaki did not do so. It is the son that did it. Rise of the Samurai gives you the option of letting the Taira attain supremacy or even allowing the Fujiwara to return from obscurity. Fall of the Samurai makes it possible to see how Japan might turn out had the Shogunate won or if Sakamoto Ryoma's dream of an American-style Japanese Republic had come to fruition.:.

The onna-bushi , heavy infantry units that. Only available when defending a province with a high level castle ( Shogun 2) or a high level Koryo dojo ( Rise of the Samurai)., available from high level Buddhist temples.

Rise of the Samurai adds Onna Bushi Heroines, highly skilled cavalry equipped with naginata and bows.:. If you have both Shogun 2 and Fall of the Samurai, it is possible to take an army of sixteenth century samurai and ashigaru, and fight a 1860s army of riflemen, cannons, revolver/carbine-armed cavalry and during online multiplayer matches. There are achievements for winning a match using an army from either end of the against an opponent roughly two centuries ahead or behind you technologically.

Fall of the Samurai features the Boshin War, which took place in a chaotic era for weapons technology. Both the Imperial and Shogunate armies snapped up whatever guns were available and for sale, meaning that each side's personal weaponry varied wildly. A soldier (if he even had a gun) might have carried anything between an 18th-century muzzle-loader to the most modern rapid-fire breech loader.:. Units with heavy armor like Naginata Samurai will shrug off a lot of arrows, but more lightly armored troops will likely get mowed down.:. In the Sengoku Jidai campaign, spears ( especially in Yari Wall formation), archers and guns will cause chaos amongst cavalry units, who aren't nearly as powerful as in Medieval II and are far more vulnerable to missile fire. If you're a swordsman, on the other hand. Cavalry, while not as capable, are still formidable on the frontal charge against the right unit type and can be quite powerful, making anti-cavalry more relevant.

Rise of the Samurai lacks yari units, but archers and naginata are sufficient to deal with the cavalry they have to fight against. In particular, the weak armor of Heian-era units and the small size of cavalry combine to ensure that cavalry (even the almighty ) need to get out of the line of fire when archers are shooting at them as well, in spite of their speed. In Fall of the Samurai, in the early game, a cavalry charge (whether to front or flank) can kill Line Infantry rather effectively, but traditionalist spearmen (the Yari Kachi or even Spear Levies) will clear them off the field rather swiftly. Later in the game, the more powerful domains will have developed artillery and modern rifles, and sabre cavalry will become virtually useless.:. Certain fortifications designed to provide cover against arrow fire are much less effective against matchlock shots. Cannons are available in the main game for those who cultivate ties to the West and are available to pretty much everyone in Fall of the Samurai.

Heavy armor may as well be tissue paper against these attacks. Ironclads and armored ships are best handled with armor-piercing shots.

Guns go through armor like butter. by the Date's Bulletproof Samurai - their armor uniquely is one of the only kind that can stand against gunshots, and so they get a reduced damage modifier against gunfire that allows them to survive being shot by muskets.

Note A General's Bodyguard can also survive gunfire, but that is for the much more game-y reason that they're the only land units which each have more 1 health than the 1 damage any single hitting attack does.: You can use your daughter in your family as a political tool when dealing with other clans (marriage between clans yields a whooping +100 relation points). On the other hand, if a clan has a daughter, you can marry her to one of your sons.: Press 'Insert' while selecting a missile unit to enable a chase camera on one of the projectiles it fired.: A special ability that archer units can use, provided the right technologies have been researched.

They're the only way to take out buildings from a distance without siege weapons, so if you aren't going that way, you'll definitely want to research them.: The AI is generally agreed to have improved greatly in Shogun 2 over previous games in the series. While not perfect, it is definitely a far more capable opponent and will ruin your day on the higher difficulties, both on the campaign map and on the battlefield.: However, the AI is still prone to the occasional moment of jaw-gaping stupidity. The AI often doesn't understand the importance of keeping Generals alive. It will routinely have its General charge directly into combat, often right into a spear wall and sometimes far ahead of the rest of their advancing army. This can result in the general getting killed very early in the battle, giving the player a huge advantage. An AI opponent will usually stand idly by as archers outside of an AI defended castle shoot their troops to pieces instead of sallying out.

(There is a reason for this, though it doesn't make the action any less stupid. Units inside walls get a large morale bonus and the computer is unwilling to sacrifice that bonus for any reason. Too bad that morale bonus doesn't protect against projectiles.).

If you get two missile units in a duel with one another (one isolated missile unit attacks another isolated missile unit in the field) then you'll sometimes be treated to the sight of archers and gunners forgetting about their area of expertise altogether. Utter slaughter is, naturally, inevitable. It's perfectly possible to take a bridge, rout the opposing army, and then turn right back around and amass a staggering number of taken heads as the enemy's reinforcements arrive, presumably meaning to outflank you on the ground you have just left. If their comrades have already routed, they will first attack you and then try to run away across the bridge you are now guarding; the result can be some fairly skewed kill ratios. While Computer-controlled clans are not affected by upkeep, they're woefully incompetent at managing provinces and local infrastructure. Such is the case when you capture provinces with only one or two building slots in the mid or late stages of a campaign.

The AI doesn't know how to get through its own gates if you capture them, and will stubbornly refuse to go around. If you're besieging an enemy castle and they have reinforcements inbound, it's entirely possible to storm their walls, capture the gates and watch as the entire reinforcing army, intent on reaching their allies, crowd around the gates that refuse to open and just mill around looking like idiots while you capture the tenshu or use them as target practice.

If you are defending a fort and the AI manages to destroy one of your gates with artillery, it will then decide that the best tactic is to send all of its troops through that one gate. If this happens in Fall of the Samurai where cannons are more common, a mere handful of any rifle infantry surrounding the gate will mow down each invading unit as they enter single-file.

Clans which do something innocuous on it's own, such as revoking military access, can go into a downward spiral of decaying relations where they end up breaking other agreements, which then causes them to not like you, which then causes them to break more agreements. This is especially annoying in Rise of the Samurai, where your first enemy might end up being a former ally simply because they revoked a trade agreement with you to trade with someone else, and now they hate your guts. When defending a castle, the AI will muster its forces in such a way to counter the greatest concentration of enemy forces. If the bulk of an attacking army sits on one side of the castle just outside of arrow range, the defending army will all crowd to the walls on that side of the fort. While this is happening, a small unit can flank around to the other side of the walls and be completely ignored.

This means that a unit of firebomb throwers can be blowing open a gate on the fire side of the fort and the AI will never think to turn their archers around or sally out a fast unit to run them down, allowing their entire defense to be compromised. Here's an important rule of thumb to remember in Campaign Mode: Don't Auto-resolve Naval Battles as the calculations can be skewed and unreliable. To note:.

Example 1: You have two Nanban Trade Ships against one Bow Kobaya. If you fight manually, the Bow Kobaya will never survive or even inflict any damage. If you Auto-resolve, the Bow Kobaya will inflict minimal casualties and hull damage on one Nanban Trade Ship. On the other hand, if you got TEN Nanban Trade ships (galleons with cannons), well. Example 2: You have eight Medium Ships against one Large Ship.

If you fight manually, the Large Ship will surrender or be sunk with minimal or no casualties to your fleet. If you Auto-resolve, you will lose at least one Medium Ship.

Large, slow Ships are strong in manual battles but fare poorly in Auto-resolve whereas Small, fast Ships will get crushed in Manual Battles but seem to tip the odds more favorably in Auto-resolve. When defending a fort against archers, enemy archers will advance to the wall while shooting at anything within range. Back up your army far enough and the archers will climb the wall and focus on capturing the tenshu, rendering them much less dangerous.

In Fall of the Samurai, defending AI ships tend to just sit on their side of the map and only react to your maneuvering ships by turning to present a broadside. They will only react when your ships enter their combat range or when their ships enter yours. Using this tactic, it's possible to aggro individual enemy ships and deal with them one-by-one.:. In the game, your Samurai units will specialize in only one weapon while real life Samurai were proficient in the spear (yari or naginata), the bow (yumi), and the sword (katana or tachi). The sword was usually a back-up weapon for when your bow or spear was broken or discarded, rather than being a main battlefield weapon the way it is for Katana Samurai and Katana Cavalry in the game.

Even the legendary strongly advises against through the exclusive usage of just one weapon. In real life, the 1868 Boshin War was a small-scale conflict that ended with just 8,200 deaths. In Fall of Samurai, the Boshin War is depicted as a large-scale conflict that can last up to a dozen years and involve a death toll closer to that of the American Civil War (which had over 600,000 deaths). Also players have the ability to recruit regiments from foreign armies, such as US Marines or British Marines. While foreign powers did play a role in the war, no troops from their armies were involved in it.

The Ikko-Ikki are presented as a unified faction following its own religion that poses a valid threat to the Japanese social order. In real life, the Ikko-Ikki 'movement' was, at best, a regional rebellion consisting of two provinces and a trio of (very centrally located) monasteries that followed a slightly more radical interpretation of Buddhism than the average. Pretty much everything about the Hattori clan is this. In real life, was a samurai retainer who served who became legendary for his battlefield prowess and numerous daring raids and unconventional actions outside the battlefield, which made him closely associated with the ninja myth. In the game, the Hattori clan holds the daimyo position over the whole Iga province, which in real life was held by independent warrior-peasants.

In fact, everything about the game's portrayal of the ninja is rooted in common, historically-inaccurate tropes. Many other playable clans also suffer from varying degrees of this. In addition to the aforementioned Chosokabe, the Tokugawa were known as the Matsudaira until changed his name in 1567, and the Otomo were far from dominated by Christianity in 1545, their daimyo only converting to Roman Catholicism over three decades later.: This is played with in the aesthetics of Shogun 2 but is most evident with Fall of the Samurai, which has old-style photographs and Victorian-esque illustrations standing in for the usual Japanese stylings of the main game's interface. Rise of the Samurai meanwhile goes the opposite direction, showing a more archaic and stylized art direction compared to the main game. This is to match the setting of the Genpei Wars, centuries before the Sengoku Jidai campaign of Shogun 2.:. As in previous games, a successful low-born captain may be promoted to the rank of General and even be adopted into your clan, to the point of potentially becoming Daimyo. For a historical example of this happening, see.

Your Daimyo's wife, who otherwise is more or less irrelevant, will take over if your Daimyo dies and you have no heirs that are of age yet. This can actually be a good thing if your Daimyo had low honour, since she doesn't even have that stat.: A favored 'tactic' of many Ashigaru units. Their relatively low morale means they'll often charge across the battlefield, lose half their company to your archers, and then rout before even making contact with your infantry. Hopefully you have some cavalry on hand to run the cowards down. Fire Bomb Thrower. Their bombs look cool, aren't they?

They are also great on defense, right? Bring them to the open field and expect a lot of morale penalty because of friendly fire they those guys are on action without proper management. Their short range means that they will be butched without having a chance to shine by cavalry if left unchecked. Geisha. It is true that Geisha is skilled assassin, but on the other hand, she is visible to EVERYONE, unlike Ninjas, that makes her prone to be executed/captured by enemy Metsukes, be assassinated by enemy unseen Ninjas (somewhat unlikely, Geisha starts off with rather high rank) or be pacified by Monks/Missionaries. Her only job is to assassinate high-profile officials and passive scouting, she cannot anything else (dancing, inspring, 'helping' generals or so.). If you see a Geisha on the field, you know what to do, because!.

Hero units. You have to spend a lot on building and research just to be able to make them in the campaign.

And chances are by the time you are able to get them, you probably won't need them anymore. Kisho Ninja are only good for scaling castle walls, making surprise attacks, and butchering units that are poor in melee, weakened by casualties, and/or already tied up in melee against another friendly unit.

If they try to wage a fair fight by themselves against a full-strength unit that is strong in melee, they'll get their asses kicked badly. The Takeda clan specialises in cavalry in a game where the most basic and cheapest unit in the game is a spearman with a whopping +25 attack bonus vs cavalry. Cavalry are flashy, impressive, elite units and the Takeda ones are even moreso, but cannot be fielded in large numbers without a strong economy and will spend most of the battles in campaign running from the opposing side's spearmen. However, their auto-resolve battle is awesome, since the auto-resolve algorithm somewhat held cavalry in high regard, so it is possible to see AI Takeda rise as a force to be reckoned with.

If you happen to be Takeda's enemy, expect to fight manually a lot to send those horseriders to the Hades. In Fall of Samurai, you can upgrade your castle archery towers to matchlock gun towers and eventually Gatling gun towers. However, this upgrade takes up a province building slot that would probably be better used for something else, since your constantly expanding borders will often render a specific province's castle defenses moot. Chances are by the time you upgrade your towers all the way up to Gatling guns, the castle in that province will no longer be on the edge of your border, and thus no longer faces much threat of attack. However, the only thing that doesn't make them mostly useless is the occasional enemy fleet that sneaks by your fleets and makes an amphibious landing deep in your territory.: by one degree - cavalry units that dismount can expect the din of battle to eventually scare off some or even all of the horses left alone. There tends to be no issues with cavalry controlling their horses otherwise.: Expect to laugh gleefully as you see your highest-level skilfully fillet enemy Daimyos.

At the age of 65! Really, every character you have will inevitably be this if they last. They'll gain ranks as they get to work and time passes by, and never lose effectiveness.: Given that many of your generals in Shogun 2 come from your family, this can easily result.: Monks and Missionaries (as either Buddhist or Christian specialists, respectively). While Geisha and Ninjas assassinate agents and generals, Metsuke try to execute them under the pretense of crimes against your people, Monks and Missionaries instead.

Averted if Monks or Missionaries incite riot.: Fighting a battle in the rain is a possibility. It prevents fire arrows from being used, consequently making it harder to set buildings alight. In addition, reload times for gunpowder units take a hit and it takes longer for tired units to get their breath back.: For unknown reasons, despite being present in the game files, bayonets never made it into the final release of Fall of the Samurai.

However, they can be modded back into the game, arming rifle-armed units with them.: Fall of the Samurai has a noticeably darker and more ominous tone compared to both the Sengoku campaign and Rise of the Samurai. Even the faction colors are darker without the DLC factions, especially among the historically victorious Imperialist clans. The somber blues of the Satsuma and muted grays of the Choshu stick out as especially grim, since they're the descendants of the Shimazu and the Mori, who marched into battle in vivid green and brilliant scarlet during the Sengoku Jidai.:. The DLC content features a new building called Land Lease which gives you a one-time lump sum of 4500 gold but permanently reduces your Daimyo's honor. It's bad enough that you're in league with the Portuguese and helping to further their invasive agenda of aggressively spreading Christianity but do you really need to piss off the tenets of Bushido and Buddhism even further AND promote sentiments of betrayal among your generals. Just for a quick injection of cold cash?. Ironically, even merely converting to Christianity could be considered a.

It will cause a diplomatic penalty with all non-Christian clans (which will probably be most of them) and a hefty reduction in Honour points for your Daimyo (which also has impacts on the loyalty of your Generals). What's the benefit?

More trade income and some stronger weapons for the wars you will almost certainly have to get involved in. It's a question of whether you're willing to trade the good-will of other factions (and to some extent your own faction) for an edge in warfare.:.

The loss of a general in combat is not necessarily an for that battle, but it does cause a huge morale shock to the side that loses them, potentially causing them to.: In the Rise of the Samurai campaign, Taira factions still face the Realm Divide event even when a relative of theirs is on the Chrysanthemum Throne- who in real history was a puppet of the Taira. (Even in game there's a bit of contradiction, as the Taira face diplomatic penalties with other clans when he is installed as Emperor reflecting how unpopular their control of him made them.).:. Inevitable in the main campaign: when you control about 1/3 of the landmass, the Ashikaga Shogun will sic everyone in Japan who is not you, at you. It's called Realm Divide, and is the sole reason you instead of. Same thing happens in Rise of the Samurai, only it's the Emperor himself calling the rest of Japan down on you. The effect is less strong in Fall of the Samurai in that you can opt to lead either the Shogunate or Imperial forces all over Japan. But should your clan as its Realm Divide choice, everyone is out to kill you.: 'Realm Divide' is essentially this trope as a legitimate gameplay mechanic.

Basically, once your clan controls about 15 provinces (out of 65), every other clan will ally against you. You're also given a severe diplomatic penalty, meaning your former allies will abandon you and you'll be unable to establish trade relations, killing your economy. To make matters worse, the clans allied against you. To add insult to injury, no matter how many territories they own.: Gatling guns are present as a late-game unit in Fall of the Samurai. Getting within range of one typically results in a rather grim recreation of The Last Samurai.

Spamming them is basically an 'I win' button in the campaign. Kotetsu-class ironclads are also armed with a pair for close-range defence, which have a on enemy crews note In, during the Battle of Miyako Bay, the Ezo Republic warship Kaiten attempted to ram and board the Kōtetsu. The crew of the latter used the Gatling guns to repel the boarders, inflicting heavy casualties.:. The No-Dachi Samurai from Shogun 2 have a very powerful attack, a large charge bonus and an ability that gives them unbreakable morale for a short time. However, they lack any kind of melee defense or armor, so one must get them into combat with a charge (preferably into the enemy's flank or rear to better rout the enemy before their fragility becomes a liability) or watch them get slaughtered.

Fire Bomb Throwers and Kisho Ninja. Able to dish out truly frightening levels of damage (often breaking their targets' morale in a single volley), but if any other unit as much as sneezes in their general direction. This (and their very short range) makes Fire Bombs somewhat, but the Kisho Ninja can use their stealth ability to actually get close enough for the cannon part of the trope. Warrior Monks will wreck enemy units in large numbers with the Bow, Naginata, and Matchlock. Unfortunately, their lack of armor means that they are easy prey to cavalry and missile fire.

Later artillery units in Fall of the Samurai (Armstrong cannons, Gatling guns, etc.) can be very powerful.until they engage in melee or take heavy amounts of small arms fire. Cavalry armed with ranged weapons (bows or guns) can be absolutely devastating if kept away from melee units and out of the range of enemy archers. However, if engaged by enemy cavalry or spear infantry, they'll get cut up like wet tissue paper. They are also highly vulnerable to enemy bows and guns as their large horses and elevated riders make easy targets when the unit is standing still. Needless to say, proper use requires significant micromanagement.: The Blood Pack is explicitly designed to put this trope in the game.: The backdrop the Genpei Wars in Rise of the Samurai still has traces of what Heian period Japan was like even as it comes to a violent close.: The faction that builds the Arsenal has access to, which are more powerful than European cannon, often causing enemy troops to be launched into the air when they hit.

In Fall of the Samurai, Parrott and Armstrong guns have access to shrapnel shot, which like canister shot from Empire and Napoleon, turns the artillery pieces into giant long-range shotguns.: Explosive Shells are downright murderous against wooden-hull ships since they catch fire easily.: Naginata Samurai have 9 Armor which makes them really annoying to kill with anything less than Katana Samurai. And even then, they'll still have a hard time taking them down. If you recruit Naginata Samurai with a province that has both a Master Armourer and an Armoury, their armor is upgraded to 14 which allows them to laugh at almost everything. Arrows, Katanas, Cavalry, and even matchlocks.:. The Otomo Clan are surrounded by enemies and normally die a painful death before they can properly bring their clan bonuses into play. Being able to quickly recruit Imported Matchlocks helps, but that's often not enough to stave off the opening wave of enemies.

If they survive long enough to climb the tech tree, however, they can conquer Japan with a wave of cheap and powerful matchlock armies and the spread of Christianity. Likewise, the Hojo Clan bonus applies to siege units, but the most powerful siege units are pretty deep into the tech tree. Should the Hojo get access to the Arsenal, however, their shoot with bow-like accuracy and utterly demolish both gates and enemy formations.

The Uesugi Clan's strength lies in their Warrior Monks which, unfortunately, costs a lot of time and money to research the proper technology and build the infrastructure needed to recruit them. Their exceptional ability to dominate the battlefield with the Naginata and Bow is offset by their and high recruitment and upkeep expenses, but once you have the infrastructure in place to take away these weaknesses, their armies can utterly demolish any other force in the game. In Fall of the Samurai, the Nagaoka start in an inconvenient position, and their bonuses support reliance on modern units, which only become really good after you climb the tech tree. On the other hand, once you acquire modern rifles and build some markets, their armies are probably the most elite in Japan, and they can make good money from building lots of financial districts. The Tosa's strength lies in their Naval Tradition which, unfortunately, isn't very helpful at the start of the campaign since you don't have the proper technology or infrastructure to properly exploit it. It's only when you get a Drydock and several Ironclad ships up and running that this bonus finally comes into good use.

In terms of units, ashigaru seem to be little more than conscripted peasants meant for and little else. However, if they survive battles to attain veterancy and get led by a progressively more-experienced general, they can become a formidable fighting force capable of standing up to the more elite samurai. This all can happen without changing their cheap cost to recruit and maintain, so ashigaru can eventually become a cost-effective yet deceptively powerful strategic option for armies. The Bow Kobaya is incredibly bad at the start of the Sengoku campaign as it's only strong enough to go 1-on-1 with a Trade ship with a certain chance of winning. Fighting another Bow Kobaya is a 50-50 chance and trying to fight a Medium Bune or anything heavier is pretty much suicide.

It's only when you have access to Fire Arrows that the Bow Kobaya can become strong enough to make a difference against unfavorable odds.: Yari Samurai are decent enough units, but suffer from having no role in which they excel and are trumped, even in their own supposed specialties, by other units. Katana Samurai are superior one-on-one fighters and mainline infantry, Naginata Samurai's heavy armor make them vastly better at absorbing and breaking cavalry charges, even Yari Ashigaru are better anti-cavalry thanks to their yari wall formation. This leaves them without a niche in a game where every unit has a clearly defined purpose, relegating them only really being used by people looking for a challenge.: Automatically generated captains can lead armies and navies if no official general is present. They have no real special skills to speak of like generals, and can die just as readily as, but you can get attached to them nonetheless if you recognize their name over time. Their names also seem to be associated with the geographical area and/or clan they were recruited for, giving them that tiny bit of flavor over the nameless hordes of unknown soldiers. Army captains also have the chance of being promoted into full-blown generals for their victorious efforts, though will make doing this cause a loyalty reduction to your standard generals.: The series as a whole almost always stays on the realistic end, mods excepted. However.

One of the traits a geisha can have in Shogun 2 is ', and it's unclear whether this is meant. For the Shirabyoshi in Rise of the Samurai, this is averted; the implication is pretty clear that she's the real deal.

One of the skills Fall of the Samurai generals can get in Avatar Conquest is 'Last Man Standing,' preventing the general from being killed while anyone in his unit still lives. The description is vague on if it is actually magic or the general is just really lucky. Some of the two-choice dilemmas mention the sighting of a creature from Japanese folklore, such as a nine-tailed fox or, which is mentioned to be a sign of good fortune and grants your clan a bonus for several turns. Is the creature real, or is it just a nice story that inspires your clan to work harder?.: The Zaibatsu Fields structures probably become these post game.: Hits probably the franchise's zenith in Fall of the Samurai, where proto- weaponry makes its debut. Case in point, in the historical Battle of Hakodate, a small three-regiment force you control (600 riflemen) is charged by a force five times larger if they're not helped. Properly placed, even in higher difficulty levels your force has about an even chance of mowing down the entire attacking force before running out of ammo.: All ranged units are capable of fighting in melee but most are rather poor at it. Canon ip2770 blink 3x bergantian.

This is the one thing that makes multiplayer battles reasonably balanced. 'Our general has been injured my lord. He lives, but must now leave the battle.' . When a cinematic video shows one of your agents successfully killing the target and you are given 'Target Wounded' as an after action report, something weird must've happened. If you see a video of your Ninja failing his mission and you are told he is 'Wounded', a stroke of weird luck must've saved him.

Shogun Total War 2 The Black Ship Rises Mod

/: Some of the upgradable traits for the Foreign Veteran in Fall of the Samurai suggest outright that he's likely more interested in his paycheck and than any actual loyalty to his assigned clan.: There's a pretty limited amount of faces that are used for the 3D models. It gets real obvious in Fall of the Samurai, where units' portraits are actual pictures of a 3D model of the unit.: The Blood Pack invokes this trope. The units bleed freaking gallons of blood which splash all over the combatants, their armor, their weapons.: The Chiyodagata Gunboat can be equipped with torpedoes once you research the needed technology. Doing this will change what is obviously the weakest naval unit in Fall of the Samurai into an extreme-range equalizer that can.: In the Sengoku Jidai campaign, Wako Pirates will occasionally appear to raid trade routes and attack small trade fleets. Unfortunately, there is no way of effectively eliminating them permanently and they spawn fleets on random parts of the map. If you're playing as the Mori, you can even recruit units of them in the form of Wako Raiders, lightly armored and stealthy swordsmen who make life for your opponents archers a living hell.: Captured settlements can be subjected to a sack, which will provide you with a tidy sum of koku, at the cost of your Daimyo's honour that is.: The Otomo clan can recruit Portuguese tercos from the Nanban Quarter to fight in their armies.: Historically, the Fujiwara clan never had any major involvement in the Genpei War. Yet they're introduced as the third faction in Rise of the Samurai.: The police station subset of buildings has a specific type especially for the Republican factions implied to be this.

/. Fall of the Samurai introduces some new retainers that are actually harmful than beneficial. Opium Pipe: -5% to the chances of escape following an unsuccessful action.: Almost inevitable, given the nature (and the design) of the game. In Shogun 2, it's actually called a Pyrrhic Victory if you have a lot of casualties in a battle you won, though depending on the circumstances, this can be a mere.: In the Sengoku Jidai campaign, all clans (except the Ikko Ikki) will have the choice of filling their armies with ashigaru or samurai units. Ashigaru have larger unit sizes, are cheap to recruit, replenish quickly and are instantly available for recruitment without any building or tech requirements. However, they are prone to when the battle starts to go south. In contrast, samurai are very capable soldiers but are expensive, have smaller unit sizes, replenish slower and require certain buildings and or technologies to be recruited.

Shogun 2 Total War Black Ship

While samurai units will rip through their ashigaru counterparts in a 1 v 1 fight, ashigaru can actually hold the line with adequate support from their generals, long enough for a flanking force to slam into the rear of their enemies. Also, depending on the clan's state of finances, it might actually be more viable to rather than funding a fully samurai army. The loss of an ashigaru unit is little to fret about compared to losing a samurai unit.:. The Otomo Clan DLC has hints of this, depending on how you play the aforementioned faction. If Christianization and prolific matchlock access don't give this away (among other things), then the ability to deploy Portuguese Tercios (i.e. European infantry) against your foes and lease out land to foreigners definitely will. The Satsuma Clan from Fall of the Samurai gives impressions of this, having the biggest favour with all three of the foreign powers.

The Todo Clan of Tsu Domain in Fall of the Samurai are stated to have previously served the Tokugawa family since the battle of Sekigahara and were rewarded with lands in the heart of Honshu. Yet, as soon as they saw the way the winds were blowing, they switched sides to support the Emperor without a second thought. The Saga Clan are slightly more direct that the Satsuma, being the only faction in the game who begin with foreigners already actively trading with them. Appropriate, as their home province of Nagasaki was traditionally the only port where European trade ships were allowed to do business.: Two of the ironclad types, the French L'Ocean and Japanese (historically, also French-built) Kotetsu, are equipped with a bow ram that can allow them to sink enemy ships by hitting them at full speed. However, this largely tends to be useless, as they can frequently sink most wooden ships well outside ramming range by hitting them with explosive shots, and trying that with ironclads is likely to end with your ironclad getting pulverized with volleys of armor-piercing shots before it gets close. However, it should be noted that ramming attacks are a that will destroy any vessel, no matter how heavily armoured or undamaged it is. The best compromise to avoid getting peppered with shot when making the charge across the water is by letting the enemy come close to you before you go in close and personal.:.

More than half of the failed assassination/infiltration videos involve the would-be assassins/spies getting caught doing something fairly obvious and getting killed instantly. Especially notable in one of the geisha assassinations, where the geisha approaches two guards with polearms armed with two very short daggers.

You gotta check the city screens and see the happiness factors, or unhappiness factors. When you mouse over just about any stat, it gives a reason for that stat: different religion, overtaxed, resistance to conquering army, maybe an enemy Metsuke, Spy, or Priest/Monk is sabotaging your cities, etc.Try placing Metsuke in troubled cities.

They level up just being there. They also can arrest emeny Ninjas who are otherwise invisible to you.and YES, a garrison prevents revolt until you can address the underlying issues causing unhappiness.Ex: I conquer a city.

When I click the city name at the bottom-left of the screen, I see not only they are pissed at being conquered but they are Christian and my Clan's religion is Shinto. I check 'Exempt Region From Tax' button to releive most of the unhappiness temporarily. I immediately destroy any Christian buildings and next turn I start constructing a Buddist Temple. Withing a few turns the people lose their hate and begin to come around.I usually keep cheap Ashigaru units trailing my Armies to act as garrisons so my fighting armies can move on and not be garrisons.If older regions are revolting it's gotta be religion, tax or enemy agents. I start my navy when I see alot of other navies start to form. I'm currently playing as Shimazu, which are the closest to all the trade nodes. I only have one Trade Node but it brings in a lot of money.An enemy blocked my trade lanes so I finall started building a navy.

Once I clear the lanes I'll pick fights with Clans who are hogging other trade Nodes and claim them for myself, if I can. Eventually you will need big navies so get your economy going first - roads, markets, etcBe careful with upgrading your Markets to Rice Exchanges as this eats more food.

Cast

Also be selective as to which castles you upgrade - they also eat food. I usually research down the right side (farm tech) side as early as possible to keep food surplus high.