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    FAQ/Strategy Guide by The Archon

    Version: 1.3 | Updated: 01/21/06 | Search Guide | Bookmark Guide

    Shogun Total War FAQ Version 1.3
    Written by: The Archon (steven99@telus.net)
    Copyright 2005, Steven Dobirstein (The Archon)
    Legal Stuff:
    This may be not be reproduced under any circumstances except for 
    personal, private use. This guide should not be sold for profit under 
    any circumstances. This guide should strictly be available on 
    www.gamefaqs.com and if the guide should appear elsewhere (with the 
    exception of a copy for personal use) be it another free website, pay 
    website, or in any publication, that is a violation of copyright law. 
    Changing any of the text in this guide, including this copyright 
    warning, without my personal written consent is also a violation of law. 
    A link from a free (NOT from a paysite) website to the original document 
    on www.gamefaqs.com is acceptable, but the document may not be hosted at 
    any other source.
    UPDATE: The following websites have e-mailed me and have my permission 
    to also post the guide, so long as it remains in the original state and 
    is offered free of charge:
    If you see my guide posted on another website, please tell me. I worked 
    hard on this and I have no desire to be ripped off. Those of us who 
    write these do it for free, on our own spare time, and the finished 
    product is the only reward we get. Thank you.
    January 4, 2005 - Began work on the guide. Not much beyond a rough 
    skeletal outline of what needed to be done and the introduction.
    January 5, 2005 - Did "The Seven Clans" section.
    January 6, 2005 - Began work on the "Buildings and Units" section.
    January 9, 2005 - Worked on the Map and Combat Mode sections, V 1.0 is 
    achieved and submitted to gamefaqs.com.
    February 19, 2005 - Added the "Reader Contribution Section" for people 
    who send in advice on the game. This should help to make the guide much 
    more complete. This is guide version 1.1
    February 23, 2005 - Very small update to version 1.11. Realized I hadn't 
    included the names of a couple of other websites I gave permission to 
    host the guide on, and also a small update about geisha assassination. 
    March 9, 2005 - Another excellent reader contribution from James Motz, 
    guide version 1.2.
    January 21, 2006 - It's been a long time! Added another reader 
    contribution to the guide. I also deleted the emails of people who have 
    contributed things to my guide as they aren't mine to show off.
    TABLE OF CONTENTS (To skip quickly to any section, just copy any of 
    these titles including the number and the dash and use the "find" 
    feature, usually control key + f.)
    1 - Introduction and Game Story
    2 - The Seven Clans
    3 - Buildings and Units
    4 - Map Mode
    5 - Combat Mode
    6 - Reader Contribution Section
    7 - Credits
    1 - Introduction and Game Story
    First off, before I delve into the story, a brief "why write this guide" 
    bit. Basically, because no one else has done it yet. It's a good game 
    that flew under a lot of radars, and it deserved one. So I've tried to 
    take it upon myself to get together something that can qualify as a FAQ 
    for this game. I don't profess to be the biggest expert to have ever 
    played the game, but I am competent and hopefully you find it useful in 
    some way.
    Shogun Total War is a historically based game, meaning that the basis of 
    the game is factual. The names of the starting rulers of the seven 
    selectable tribes are accurate (I don't know about their heirs) and this 
    period is actually known in Japanese history as "sendoku jindai" or "the 
    age of the country at war" just as it says in the introductory video. 
    Essentially this is a Japanese version of the classic board game "Axis 
    and Allies" (for those of you not old enough to remember board games 
    that was the definitive World War II strategy game), reliving what is 
    widely viewed as one of the most fascinating periods of their history. 
    The story, in the simplified form that it is presented in this game is 
    as follows. The last Shogunate has collapsed, and Japan no longer has a 
    single military ruler. There are seven main tribes who are now vying for 
    the Shogunate - Hojo, Takeda, Mori, Uesugi, Oda, Shimazu, and Imagawa. 
    Each tribe has it's own unique strengths that can lead them to total 
    victory or failure. Your goal is to take your chosen clan to domination 
    of all Japan and claim the mantle of Shogun for yourself. Essentially, 
    the rest of the story is yours to build and tell, as history is yours to 
    2 - The Seven Clans
    In this section I will detail each of the seven clans you can choose, 
    their bonus, what land they start with, and whether that land has any 
    exploitable bonuses.
    The Shimazu clan starts with the majority of the island of Kyushu 
    already theirs to control. While they are not rich in farmland, gaining 
    total control of the island early can allow them to build in some 
    relative safety from everyone except the Mori clan. If played as the 
    computer they are more willing to convert to Christianity than other 
    Starting Units: 3 Yari Samurai, 3 Samurai Archers, 2 Yari Ashigaru, 1 
    Starting Bonus: No-Dachi Samurai can be recruited at a cheaper cost.
    Starting Land: Satsuma, Osumi, Hyuga, Higo, Bungo, Buzen, Nagato
    Starting Exploitable Bonuses: No-Dachi Samurai trained in Satsuma gain a 
    +1 Honor bonus. Nagato has iron sand deposits, allowing an armory to be 
    The Mori clan's tradition is built around the strength of their warrior 
    monks. They will play as strict Buddhists and will oppose any group that 
    converts to Christianity. Although they control a good amount of land, 
    it is rather spread out which can make defense early on a little 
    difficult. So long as you are not fighting Christians their Warrior 
    Monks can be devastating.
    Starting Units: 5 Yari Samurai, 5 Samurai Archers, 4 Yari Ashigaru, 1 
    Starting Bonus: Warrior Monks can be recruited at a cheaper cost.
    Starting Land: Mimasaka, Bizen, Harima, Inaba, Hoki, Izumo, Iwami, Suo
    Starting Exploitable Bonuses: Mimasaka has iron sand deposits, allowing 
    an armory to be built. Bizen allows you to build a port at a discount 
    due to a fine natural harbor. Harima has abundant silver deposits 
    allowing you to build a mine, as well as a natural harbor that gives a 
    discount on building a port. Inaba, Hoki, Izumo, Iwami, and Suo all have 
    iron sand deposits, again allowing an armory.
    The Oda clan is very aggressive and seems to enjoy warfare. They will 
    wage war with anyone who stands in their way regardless of religion in 
    their quest for power. They have a central position on the map to begin, 
    which depending on your skill level can be very good or if you are not 
    yet good at defending it can be very bad. Their bonus goes towards lowly 
    Ashigaru units, allowing you to build a very large army but perhaps not 
    a particularly powerful one - specializing in one kind of unit with this 
    clan is not advisable. Fortunatly Oda begins with many provinces that 
    provide bonuses to other units. The Emperor's Palace is in the city of 
    Kyoto within Yamashiro, and also starts essentially under your control.
    Starting units: 10 Yari Ashigaru, 6 Samurai Archers, 1 Emissary
    Starting Bonus: Yari Ashigaru can be recruited at a cheaper cost.
    Starting Land: Owari, Mino, Omi, Iga, Yamato, Kawachi, Yamashiro, Tamba, 
    Wakasa, Kii
    Starting Exploitable Bonuses: Ashigaru recruited in Owari get a +1 Honor 
    bonus. *The Emperor's Palace in Yamashiro grants a +1 Honor bonus to any 
    untit you recruit there. Mino has iron sand deposits allowing you to 
    build an armory. Omi has iron sand deposits allowing you to build an 
    armory. Iga has iron sand which allow the building of an armory, and 
    also Ninja built there start with +1 Honor. Any warrior monks trained in 
    Kii gain +1 Honor.
    *A note about the Emperor's Palace in Yamashiro. Technically this will 
    always remain neutral, meaning you cannot garrison the castle nor can 
    you move the Emperor. He will always be here, and any ruler that 
    controls Yamashiro will gain the bonus towards troops commissioned  
    there. That's pretty much the only effect the Emperor has in this game.
    The Imagawa clan start with their land split at two ends of the country, 
    but connected through ports. They are more passive than the other 
    tribes, relying on both alliances as well as their strength with Ninja 
    and Shinobi to lead them to success. They are perhaps the weakest group 
    in terms of military might and they rely on careful planning and 
    strategy to achieve victory.
    Starting Units: 6 Samurai Archers, 6 Yari Samurai, 2 Ninja, 1 Emissary
    Starting Bonus: Both Ninja and Shinobi can be recruited at a lower cost. 
    Starting Land: Totomi, Suruga, Mikawa, Chikugo, Hizen, Chikuzen
    Starting Exploitable Bonus: Archers trained in Totomi gain +1 Honor. 
    Totomi and Hizen both begin with ports already built. If you should ever 
    need to replace the port in Hizen, it can be rebuilt at reduced cost 
    because of a good natural harbor. 
    The Takeda clan is another aggressive warrior group. They do not make 
    particularly trustworthy allies. Like the Imagawa clan their land is 
    split at two ends of the country and linked by ports. The Takeda clan 
    are famous for the strength of their cavalry and they enjoy exploiting 
    this advantage. If not dealt with quickly the Takeda clan can become a 
    big problem for other groups.
    Starting Units: 4 Yari Samurai, 1 Samurai Archer, 3 Cavalry Archers, 3 
    Yari Cavalry, 1 Emissary
    Starting Bonus: Cavalry units can be recruited at a reduced cost.
    Starting Land: Kai, Sagami, Izu, Aki, Bingo, Bitchu
    Starting Exploitable Bonus: Kai has gold which can be mined. Sagami and 
    Aki start with ports already built. Aki also has silver deposits which 
    can be mined, and iron sand deposits that allow the building of an 
    armory. Bingo has iron sand deposits which allow the building of an 
    The Hojo clan are an ancient and powerful name, and their strength lies 
    in the rich land they control as well as their mastery at building 
    castles. While no one particular military unit is their strength they 
    are still dangerous opponents and should be watched carefully, as they 
    will not hesitate to pounce at the sign of weakness. Their strength at 
    building castles makes it easier for them to defend invasions than the 
    other tribes, so long as their castles are garrisoned properly.
    Starting Units: 2 Yari Samurai, 4 Samurai Archers, 2 Yari Ashigaru, 1 
    Starting Bonus: Castles can be built at a reduced cost.
    Starting Land: Shimosa, Kazusa, Hitachi, Musashi, Kozuke, Shimotsuke
    Starting Exploitable Bonus: Emissaries trained in Kazusa gain +1 Honor. 
    Hitachi has iron sand deposits which can be used to build an armory. 
    Shimotsuke has copper which can be mined.
    The Uesugi are cunning, rich in land, and skilled in combat. A truly 
    well balanced and dangerous foe, and a good choice for newcomers to the 
    game. Their clan is famous for their archers and they can be recruited 
    cheaply. They will respect alliances with strong tribes but will not 
    hesitate to invade weaker ones. They possess a good deal of farmland 
    which allows them a bit more freedom to build early on.
    Starting Units: 3 Yari Samurai, 4 Samurai Archers, 2 Yari Ashigaru
    Starting Bonus: Archers can be recruited at a reduced cost.
    Starting Land: Mutsu, Dewa, Suwo, Echigo, Shinano, Hida
    Starting Exploitable Bonus: Dewa has gold which can be mined. Suwo has 
    iron sands which allow the building of an armory. Echigo has silver 
    which can be mined. Shinano has iron sands which allow the building of 
    an armory, and in addition any cavalry trained in Shinano will start 
    with +1 Honor.
    The remaining provinces are controlled by rebel or Ronin forces and are 
    not part of any organized group. They can invade anyone and be invaded 
    by anyone, and alliances cannot be formed with them.
    3 - Buildings and Units
    I will detail what the buildings do, their cost, and their building time 
    in seasons (game turns).
    Castles are very important for a few reasons. One, virtually all other 
    buildings have one of the levels of castle as a prerequisite. And two 
    they allow you to store units within them that can be used to defend 
    your province. This is called "garrisoning" the castle. Note that 
    putting any cavalry unit in a garrison counts as two units, which is 
    realistic since they would require twice as much space and food because 
    of the horses. The Hojo clan can build these castles at reduced cost. 
    There are four levels of castle. Each requires you to have the previous 
    version before the next can be built in that province.
    Required: None
    Cost: 500 Koku
    Building Time: 6 seasons
    The basic structure. It can hold 4 units. It also grants you almost all 
    the basic options for other structures. In any province you plan to 
    develop, a basic castle will have to be part of the plan.
    Required: Castle
    Cost: 1000 Koku
    Building Time: 8 seasons
    An improved castle, this one can hold up to 8 units. Also more difficult 
    to assault.
    Required: Large Castle
    Cost: 1500 Koku
    Building Time: 10 seasons
    A fortress is a big jump, and can hold 12 units. It is far more 
    difficult to assault than it's predecessors.
    Required: Fortress
    Cost: 3000 Koku 
    Building Time: 12 seasons
    Only the most developed provinces gain citadels. They can hold up to 16 
    units on their own. There are only a couple of upgrades that require a 
    citadel before they can be built, most importantly the Geisha House.
    Required: Nothing
    Cost: 500 Koku
    Building Time: 8 seasons
    The farm land improvements are very important to keeping your treasury 
    full. As your army grows you will need more food to feed them. This 
    upgrade increases agricultural production in the province by 20%. Build 
    it in provinces that already have good farmland first, to get the full 
    Required: Improved Farm Land
    Cost: 700 Koku
    Building Time: 10 seasons
    This grants a 40% boost to agricultural production in the province.
    Required: Superior Farmland
    Cost: 900 Koku
    Building Time: 12 seasons
    This time, it's a 60% boost to agricultural production.
    Required: Exceptional Farmland
    Cost: 1000 Koku
    Building Time: 12 seasons
    This is as good as farmland can get, granting a 100% boost, thus 
    doubling agricultural production in a region. Save this for provinces 
    that have extensive farmland to begin with to get the full advantage of 
    your investment.
    Required: Gold, Silver, or Copper deposit in the province
    Cost: 1000 Koku
    Building Time: 8 seasons
    Once a mine is built it produces a set income automatically for the rest 
    of the game. Build one in every province that you can, there won't be 
    many chances to do so.
    Required: None
    Cost: 400 Koku
    Building time: 4 seasons
    These act as if you had a spy in every province that borders the one 
    with the towers. Can be useful to see what troop movements the enemy is 
    making, and also what they are building.
    Cost: 800 Koku
    Bulding Time: 6 seasons
    Not only do they spy into all bordering provinces, they also act as a 
    Shinobi within their own province. Overall, you could build 8 Shinobi 
    for the cost of one of these though. ;-)
    Requires: Large Castle
    Cost: 1000 Koku
    Building Time: 8 seasons
    Palaces are essentially a sign of prestige and building one shows off to 
    everyone the power and wealth of the daimyo that builds it. The palace 
    grants bonus +1 morale to any troops built in that province. 
    Requires: Palace, Fortress
    Cost: 2000 Koku
    Building Time: 10 seasons
    An improved palace, this gives an even further morale boost, +2, to 
    troops trained within the province.
    Requires: Golden Palace
    Cost: 3000 Koku
    Building Time: 12 seasons
    The highest grade of palace grants warriors incredible +3 morale in 
    battle. I'm not sure how necessary a bonus this is really, I'd rather 
    make a Legendary Armory or Swordsmith first.
    Requires: Castle
    Cost: 500 Koku 
    Building Time: 4 seasons
    The spear dojo produces the two basic infantry types, the Yari Ashigaru 
    and the Yari Samurai. Every army will need at lest one of these to 
    produce basic infantry. You also need one of these to make Yari Cavalry 
    at a Horse Dojo.
    Requires: Large Castle, Spear Dojo
    Cost: 500 Koku
    Building Time: 4 seasons
    If you also have an armory in the province, building a famous spear dojo 
    will allow you to build Naginata Samurai, who are better than either 
    Yari Ashigaru or Yari Samurai. This also causes Yari Ashigaru and Yari 
    Samurai built in the province to start with +1 honor.
    Requires: Fortress, Famous Spear Dojo
    Cost: 500 Koku
    Building Time: 4 seasons
    Yari Ashigaru and Samurai get +2 honor, Nanigata get +1.
    Requires: Castle
    Cost: 800 Koku
    Building Time: 4 seasons
    These train Samurai Archers, and all kingdoms will probably need at 
    least a couple of these. Combined with a horse dojo you can produce 
    cavalry archers.
    Requires: Archery Dojo, Large Castle
    Cost: 800 Koku
    Building Time: 4 seasons
    This gives a boost to all Samurai Archers you train in the region, 
    giving them a +1 honor bonus.
    Required: Fortress, Famous Archery Dojo
    Cost: 800 Koku
    Building Time: 4 seasons
    Produces Samurai Archers with +2 honor.
    Requires: Large Castle, iron sand deposits in the province
    Cost: 1200 Koku
    Building Time: 8 seasons
    These give every unit trained in the province a +1 bonus to their armor. 
    Build one if you can in a place where you plan to produce a good amount 
    of your units. You also need one in a province to build either Nanigata 
    or Heavy Cavalry so this is a key upgrade.
    Requires: Large castle, Armory
    Cost: 1200 Koku
    Building Time: 8 seasons
    This armory grants a large +2 armor bonus to any units trained in the 
    Requires: Fortress, Famous Armory
    Cost: 1200 Koku
    Building Time: 8 seasons
    This grants a large +3 armor bonus to any units built in the province.
    Requires: Castle
    Cost: 500 Koku
    Building Time: 4 Seasons
    The Tranquil Garden is required to build Emissaries which form 
    alliances, and you also need a garden to build a Temple.
    Required: Castle
    Cost: 800 Koku
    Building Time: 6 seasons
    Ninja Houses train your Ninjas of course. They are assassins that can 
    target enemy emessaries and generals. It is definitely a good idea to 
    build one, though probably not more than one is really required.
    Required: Ninja House, Fortress
    Cost: 800 Koku
    Building Time: 6 seasons
    This building produces ninja that start at a higher effectiveness, by 
    starting them with +1`to their honor right away.
    Required: Castle, any coastal province
    Cost: 1500 Koku
    Building Time: 10 Seasons
    Although they are expensive and time-consuming to build, ports are 
    important to have. Firstly, they produce 200 Koku every year (4 turns), 
    and will almost certainly pay for themselves many times over. Secondly, 
    any province with a port can send units to any other province you 
    control that also has a port - this allows you to move units from one 
    end of the map to the other very quickly if you need to. You also need a 
    port if you plan on encouraging trade with the Portugese or the Dutch, 
    or to build a trading post. If you can afford it, build it.
    Required: Castle
    Cost: 500 Koku
    Building Time: 4 seasons
    These allow you to build the Shinobi unit, which is useful both as a spy 
    and as a counterspy in your own territories protecting your generals.
    Required: Large Castle, Tea House
    Cost: 500 Koku
    Building Time: 4 seasons
    This produces Shinobi that start with +1 honor, raising their 
    Required: Large Castle, someone in your army gains the status of 
    "Legendary Swordsman"
    Cost: 1000 Koku
    Building Time: 8 seasons
    You cannot build one of these until a warrior in your army has become a 
    legendary swordsman in battle. Once that happens you will get a little 
    cutscene and these can be built. So send a single army into combat a few 
    times in a row and you should be able to gain the advantage of a sword 
    dojo. These train the No-Dachi Samurai, who have very high attack power 
    but are not so strong on defense.
    Required: Large Castle, Sword Dojo
    Cost: 1000 koku
    Building Time: 8 seasons
    This prodcuces No-Dachi Samurai that start with +1 honor
    Required: Fortress, Famous Sword Dojo
    Cost: 1000 Koku
    Building Time: 8 seasons
    Produces No-Dachi Samurai that start at +2 honor.
    Required: Large Castle
    Cost: 800 Koku
    Building Time: 6 seasons
    These allow you to build both Horse Archers (with an archery dojo) and 
    Yari Cavalry (with a spear dojo). You will definitely need one sooner or 
    later, as cavalry are much more effective than foot soldiers.
    Required: Large Castle, Horse Dojo
    Cost: 800 Koku
    Building Time: 6 seasons
    In addition to the other cavalry units you will also be able to build 
    the devastating Heavy Cavalry (assuming you have an armory) with a 
    famous horse dojo. Highly recommended, as Heavy Cavalry are the best 
    unit in the game. They als0 produce Horse Archers and Yari Cavalry at +1 
    Required: Fortress, Famous Horse Dojo
    Cost: 800 Koku
    Building Time: 6 seasons
    Yari Cavalry and Samurai archers start at +2 honor, Heavy Cavalry begin 
    at +1 honor.
    Required: Large castle
    Cost: 1200 Koku
    Building Time: 8 seasons
    This is like an armory, but it gives a bonus +1 to weapons (even guns 
    and arrows) for all units built in the region. Definitely advisable if 
    you plan to produce a lot of units in the region.
    Required: Fortress, Swordsmith
    Cost: 1200 Koku
    Building Time: 8 seasons
    Weapons are produced with a +2 bonus. 
    Required: Citadel, Famous Swordsmith
    Cost: 1200 Koku
    Building Time: 8 seasons
    All units built in the province get +3 bonus to their weapons.
    Required: Large Castle, agreement to trade with Portuguese/Dutch
    Cost: 1000 Koku
    Building Time: 8 seasons
    You can only have a Portuguese or a Dutch trading post, not both. 
    Accepting the Portuguese means accepting Christianity as well, while 
    such a commitment isn't required to trade with the Dutch. These two also 
    function slightly differently. The Portuguese only gives you access to 
    the Arquebusiers unit, and you have to build a cathedral to gain 
    Musketeers. The Dutch trading post grants access to both units 
    immediately. The catch is you have to wait a lot longer for the Dutch to 
    show up, and for the first few years only the Portuguese are an option.
    Required: Large Castle
    Cost: 1500 Koku
    Time: 8 seasons
    This allows you to build Warrior Monks. So long as you are not fighting 
    a Christian army they are easily the best infantry unit, but Christians 
    do not fear the Buddhist monks the way fellow Buddhist warriors will.
    Required: Temple, Fortress
    Cost: 1500 Koku
    Time: 8 seasons
    A more advanced temple that gives warrior monks a +1 honor bonus.
    Required: Golden Temple, Fortress
    Cost: 1500 Koku
    Building Time: 10 seasons
    The most highly advanced kind of temple you can build gives Warrior 
    Monks built in that province an additional bonus to +2 honor.
    Required: Large Castle, accepting trade offer from Portuguese
    Cost: 800 Koku
    Building Time: 6 seasons
    If you convert to Christianity by agreeing to trade with the Portuguese 
    you will need some of these. Once you become Christian each province 
    that has any Christians in it will add a "Percentage Christian" number 
    to it's right-click description. Churches raise this number highly 
    within that province and also within bordering provinces. They also 
    produce the Jesuit Priest unit. You need six churches before you can 
    build a cathedral.
    Required: A citadel, plus six churches built anywhere in your kingdom
    Building Time:
    If you accept Christianity, this structure helps to spread Christianity 
    throughout your lands and also allows the building of Musketeers at all 
    Portuguese Trading Posts you control.
    Required: Dutch Trading Post, Citadel
    Building Time:
    These allow you to build guns away from the source of your Dutch Trading 
    Post in other provinces.
    Required: Citadel, Infamous Ninja House, Famous Tea House
    Cost: 1000 Koku
    Building Time: 8 seasons
    If you can build one of these you are that much closer to winning the 
    game. Only the most advanced provinces can hold one but with good reason 
    as Geisha are ridiculously powerful.
    Just as with the buildings I will go over what is required to build 
    these units, their cost, and also an attempt at assessing their combat 
    Required: Archery Dojo
    Cost: 300 Koku
    Archers aren't actually all that devastating in combat in terms of 
    casualties inflicted, and if they are rushed into hand-to-hand combat 
    they will be slaughtered badly. But their rain of arrows does have a 
    substantial effect on enemy morale. Build a few, but they are not a 
    game-winner without a lot of help. They can also run out of ammo (unless 
    you turn that feature off). They have an enhanced effect from hilltops 
    or when enemies try and cross bridges.
    Required: Spear Dojo
    Cost 100 Koku
    These guys are not Samurai warriors, just conscripted peasants. They are 
    not strong in combat and their morale will drop faster than any other 
    unit - they run away very easily, especially if you order them into a 
    full-fledged charge against strong opposition. Their long spears make 
    them more effective against Yari Cavalry than you might suspect, but 
    overall they are quite weak. Build Yari Samurai instead, unless you are 
    running short of cash.  
    Required: Spear Dojo
    Cost: 200 Koku
    These guys are not bad for basic Samurai spearmen. They are well 
    balanced against most units. They are not particularly overwhelming but 
    so long as they are not thrown in against Warrior Monks (assuming you 
    are not a Christian army) or Heavy Cavalry they are not bad. They are 
    good for early in the game and their low cost makes them the core of 
    many armies especially early on.
    Required: Horse Dojo, Archery Dojo
    Cost: 500 Koku
    They function very much like basic archers but can move much, much 
    faster. The only unit that can chase them down if they decide to run are 
    Yari Cavalry. Just like Samurai Archers they can run out of ammo, and 
    are better from hills or when enemies are crossing bridges. Because of 
    their speed they can force an enemy to build a horse dojo or he can be 
    left with no means of catching these guys.
    Required: Horse Dojo, Spear Dojo
    Cost: 500 Koku
    They are the basic light cavalry and one of the most effective units 
    overall, except against spearmen who can hold them at bay. They are also 
    the fastest unit, and nothing can escape them if they choose not to let 
    you leave. They are effective against almost everything, but Yari 
    Ashigaru and Yari Samurai can hold them off for a bit with their long 
    Required: Temple
    Cost: 500 Koku
    So long as you are not fighting Christians, these are very powerful, and 
    even then they remain decent. Other Buddhists are hesitant to wage war 
    against monks and even fear them to a degree, but the monks have so such 
    reservations, and are very powerful in combat. Both their attack and 
    defense are very high, and they hold out well against any kind of 
    opposition. Also destroying their morale is virtually impossible, as 
    they have no fear of death. They usually won't run unless defeat is 
    totally obvious.
    Requires: Portuguese (or Dutch) Trading Post
    Cost: 100 Koku
    These are a basic gunman, and building the Trading Post will always 
    grant you access to them. Note that these are the most primitive of 
    guns, and they will not function whatsoever in the rain. They can also 
    run out of ammo. They should not enter into hand-to-hand combat with 
    Required: Armory, Famous Spear Dojo
    Cost: 400 Koku
    Their attacks are better than Yari Spearman, and they are much better 
    defensively. A good choice for garrisoning castles and also useful as a 
    support unit in attacking armies. Essentially the best defensive 
    infantry unit, and when combined well with other kinds of unit they are 
    very useful.
    Requires: Famous Horse Dojo, Armory
    Cost: 600 Koku
    Simply put, the best unit in the game. Despite being "heavy" (and what 
    the on-disk manual says about them being "slow") they sill move much 
    faster than any non-cavalry unit and the have incredible attack and 
    defense power. One on one, they are the best unit in the game and it 
    doesn't take many of them to cause large amounts of destruction in the 
    enemy ranks. These are very expensive to build but rightly so - even 
    warrior monks have reason to be worried if they decide to charge.
    Required: Sword Dojo (Thus requires the "legendary swordsman" event)
    Cost: 300 Koku
    Essentially, the opposite of Naginata. They carry long two-handed 
    swords. No-Dachi are very good attackers but do not have much defense. I 
    wouldn't want a whole army of them since they do die if not supported 
    well, but as a secondary unit or in combination with Warrior Monks they 
    can cause severe damage. Basically these guys kill fast but die fast too 
    without armor bonuses.
    Required: Dutch Trading post OR Portuguese Trading Post and a Cathedral
    Cost: 175 Koku
    These are much better guns than the Arquebusiers, as they function in 
    all weather and also have slightly better range (I think). Again, 
    remember that they can run out of ammo. Avoid hand-to-hand combat at all 
    costs, unless you like watching your own army die rapidly.
    This is really just your commander in battle. While fighting you will 
    see his unit displayed with a special banner, usually golden or at least 
    some color and shape that is distinct from the other groups. You can't 
    actually "build" these (though every army will have one), but he is 
    worth noting since if you kill the enemy commander almost every time his 
    army will flee and run away. Also, know where your commander is and try 
    not to let him die since your army would probably flee as a result - 
    remember this when choosing what formation to put your army in. If your 
    commander is in a group of No-Dachi Samurai for example, perhaps cavalry 
    should be the front line.
    Not all units are combat units, there are also other kinds of units you 
    will build and use in the game that still hold important influence.
    Required: Tranquil Garden
    Cost: 100
    These guys offer alliances to other daimyos and are also very useful as 
    spies, because unlike Shinobi who try and sneak around in the night (and 
    often get captured and killed if used as spies) these guys walk around 
    with a good deal of immunity, and make good spies to let you see who and 
    what is in enemy provinces. Ninjas and later Geisha are the only way to 
    kill one. Not surprisingly they are the easiest unit to assassinate.
    Required: Tea House
    Cost: 100
    I am a big fan of these. They have two things they can do. One, go into 
    enemy territory and spy. This is actually not a good idea, they will 
    very often be caught and executed by the Shonobi of other players. But 
    if left in your own provinces they work as conuterspies, and will kill 
    enemy Shinobi or Ninja in that province. This is very essential for 
    protecting important generals - and never leave your heir without 
    protection of a Shinobi if you don't have to, especially if you only 
    have one heir. They are very effective at stopping assassination 
    attempts. Other players cannot see your Shinobi on the map.
    Required: Church
    Cost: 50
    These are quite cheap and useful if you are Christian. They can function 
    as emissaries, but don't send one to a Buddhist daimyo because I promise 
    his head will come back on a plate. Other Christian rulers will never 
    kill a priest though. Priests also automatically raise the percentage of 
    the population that is Christian in any province that they are stationed 
    in, and this can help to reduce tension within your population who 
    usually react negatively at first to having their religion converted. 
    They can be attacked by ninjas and geisha and make fairly easy targets 
    without shinobi protection. Actually, priests can provide a cheap and 
    effective distraction, since some Buddhist clans will always try and 
    target priests, forsaking some perhaps more important targets, 
    especially if you move priests into their lands.
    Required: Ninja House
    Cost: 200
    These are assassins. You send them into enemy territory and target their 
    generals, or emissary. The higher the person's rank, the lower the 
    chance for success. You can also try and kill the daimyo and his heir(s) 
    but this is very difficult. Ninjas gain honor every time they make a 
    successful kill, and I wouldn't try killing an heir or a daimyo with 
    less than 4 honor, which is quite difficult to do. Emissaries make an 
    easy target and if one is just sitting in your provinces spying and you 
    want to be rid of him this is your chance. If you try and assassinate 
    someone in a province where that player has a Shinobi you will probably 
    get captured and executed. You can't see where their Shinobi are hidden 
    either - that would ruin the point. Overall ninjas are not always that 
    effective but every once in a while they are very useful, especially for 
    lowering the morale of troops in Ronin provinces (who will much more 
    rarely have access to shinobi). Note that these are also the only way to 
    get rid of a Geisha - but good luck with that. Other players cannot see 
    your ninja on the map.
    Required: Geisha House
    Cost: 500
    Also Note: Takes 4 turns (one game year) to build
    These are ridiculously powerful assassins that border on unstoppable. 
    They have a remarkable chance to kill targets (even daimyos are not well 
    protected at all once you get 1 or 2 honor from kills) and unlike ninjas 
    if they fail to kill their target they DO NOT DIE. They are visible on 
    the map to your enemy but it doesn't really matter since the only way to 
    kill one is with a ninja, but the ninjas won't have much of a chance 
    against her. She is an overwhelming unit which is why it is so hard to 
    get and also why it takes a full year to train one - the only unit that 
    can't be trained in one turn. A handful of these = game over for 
    everyone, else plain and simple. You really don't need more than one or 
    two unless you're just being mean. UPDATE: I've been e-mailed by a 
    couple of people pointing out that if one Geisha attempts to assassinate 
    another, both of them always die. I stupidly deleted the e-mails without 
    writing your names down for credit, but thanks for that guys.
    4 - Map Mode
    You'll spend the majority of your time in map mode, and the decisions 
    made here are every bit as critical as combat more to your success or 
    failure. A badly managed kingdom with a large army is just a kingdom 
    that's one bad harvest away from being a sitting duck for (at least) 
    four turns (one game year). The core decisions you'll need to make here 
    are where to station troops, what to build with your resources, plotting 
    what provinces you want to invade next, and what to do with the non-
    military units. Also you'll be faced with the decision to trade with the 
    Portuguese or Dutch now and again.
    First, where to station troops. This is probably the easiest decision to 
    make. The only place you need mass numbers at any one time is in all 
    your provinces that border with other kingdoms. You have to protect 
    yourself from invasion before you can ever think about invading anyone 
    else. But don't make the mistake of having nothing behind your front 
    line - the computer does this on lower difficulty, where 95% of their 
    army is on the front line and if you break through that it is over for 
    them. If you have castles not on the front line, garrison them so you 
    have a reserve force behind the front line, yes it increases your upkeep 
    cost but at least it means if your front line should be broken you at 
    least have some sort of army remaining. If you see an enemy province is 
    massing numbers in a province on your border, try and match them or at 
    least keep it close to deter them from choosing you as a target. Also, 
    troops in a province affect the loyalty rating of a province. I try and 
    keep at least one unit (even Yari Ashigaru will do) in every province to 
    keep loyalty high. And in newly conquered provinces that were under the 
    control of other rulers for a long time you probably will need at least 
    2 units in the province for a while to keep the loyalty above 100% - if 
    it drops below 100% for any stretch of time the province might rebel. 
    Shinobi can also help you boost loyalty if you are in a jam.
    Second, what to build with your resources, both in terms of buildings and 
    units. There's a common theme that works across most strategy games and this 
    one is no exception - "strong economy = strong army". If all you do is 
    concentrate on building what you need to be the first tribe to get heavy 
    cavalry or warrior monks, sure you'll have some nice units but I doubt you'll 
    have enough annual income to pay the upkeep for your army, and then what good 
    is it? If you have provinces that are described as having "rich farmland" then 
    build the farmland bonuses at every chance up to the 100% Legendary Farmland 
    bonus, if there is something you can mine then build a mine before anything 
    else, if you have a coastal province with a castle you should be building a 
    port there as well for an income boost. These things are vitally important to 
    being able to go anywhere in this game. Remember all units and structures cost 
    something to build, and units in play have an upkeep cost every year, so make 
    sure you have as much annual income as possible to give yourself a decision to 
    make that isn't "what province should I invade because I am broke and need to 
    either kill some of my own troops or get more land". There are places where 
    boosting farmland isn't helpful, like Izu province with it's annual income of 
    100 koku, where paying 500 Koku to get an annual 20% boost up to 120 koku is 
    probably not very bright. In that case, it would actually be more beneficial 
    long-term to pay to build both a castle and a port for a 200 koku per year 
    bonus. You pay 4 times as much to build those things but you get literally 10 
    times as much payback (200 koku a year vs. 20). Basically in provinces where 
    it is sensible to do so, when you have the chance to develop the economic 
    upgrades first do it.
    Choosing where to build military structures and what ones to build are 
    important as well. If you try and develop every province you have into a 
    well balanced mecca of destruction I guarantee you will get blown off 
    the map. Instead I recommend focusing on only a couple of major 
    provinces that you will build up as your military production centers. 
    Ideally you want the option of building an armory in that province (iron 
    sand deposits), and if it can also hold a bonus for a unit that would be 
    swell. If I had to choose between an armory and a +1 honor bonus toward 
    one type of unit, definitely go for the province that can hold an 
    armory. An honor bonus only affects one unit type, an armory affects 
    everyone. You also want to build a swordsmith at some point in that 
    province for a weapons bonus to go with the armory as well. Then after 
    that a palace for a morale boost if you can afford the time and the 
    cost. Really in terms of structures you don't need to develop all of 
    them, just develop the ones you plan on using. For example if you plan 
    on using a lot of cavalry you won't really be needing a Legendary 
    Archery Dojo, will you? Don't develop secondary structures past the 
    point where you need them to be, it's a waste of time and money. Develop 
    the Famous and Legendary Armory and Swordsmith as fast as it's available 
    because those bonuses will greatly help all the troops you produce. Then 
    build up your key structures, such as a Legendary Horse Dojo or a Temple 
    Complex. I would recommend if you have an armory to always make a Famous 
    Spear Dojo though, so you can get the Naginata unit. They are tough guys 
    to kill, and work well in combination with both the Warrior Monks and 
    No-Dachi Samurai. 
    Remember that every unit (well, aside from heavy cavalry) has a 
    weakness. If all your opponent is building is Yari Spearmen I wouldn't 
    go building nothing but Yari Cavalry, since your cavalry will not 
    perform that well then. You'd be better to just match him with spearmen 
    and archers, and use cavalry as a secondary idea solely to attack 
    archers just then. It's important to remember that until you can build 
    the two really top level units, Warrior Monks and Heavy Cavalry. Even 
    then I don't build armies of just those two (first of all the upkeep 
    costs would probably sink you). Always have some archers (either mounted 
    or on foot), or guns if that's what you have. I usually don't have more 
    than 5 of any one kind of unit in an army of 16 units, for the sake of 
    balance. If I see 12 No-Dachi Smaurai coming at me, the solution is 
    simple - lots of cavalry and archers. But If I send 5 Archers, 3 Heavy 
    Cavalry, 3 Warrior Monks, 3 Yari Cavalry, and 2 Naginata at you you're 
    going to have to think hard about what to do next.
    Thirdly, plotting what province or provinces to invade. This isn't as 
    simple as it might first seem. If you move into a spot that you can take 
    now but can't defend tomorrow, or that taking leaves a gaping hole in 
    another area, it's not a good take. Don't plot to take a province you 
    can't hold, and don't take a province if it leaves your old province 
    exposed to a counter attack. Try and target provinces in a way that the 
    province you invade from will be immune from counter attack because it 
    will only be bordered by friendly provinces. Usually, only attacking 
    these "safer" targets should still leave you with opportunities. Also, 
    in time as you learn the whole map, try not to invade a province that 
    can be re-invaded from something like four separate points. Odds are you 
    won't be able to hold it, unless you have a lot of troops. Also, take 
    land form into consideration. In each province's description it tells 
    you a bit about the terrain such as "Mostly lowland which makes it hard 
    to defend" - those are usually very flat with maybe a few trees, which 
    means not many terrain advantages for the defenders. The one terrain you 
    really have to watch out for is any province that says it has a river 
    running through it. These are by far the toughest provinces to invade as 
    you have to cross the river at the bridge (or bridges) in the province. 
    Here, archers will gut your armies quickly, and morale is a problem for 
    everyone on the attacking team, even Warrior Monks - no one wants to get 
    mowed down on a narrow bridge. Either bring a 2 or 3 to 1 manpower 
    advantage, or a lot of cavalry that can rush across the bridges quickly 
    (and cut the archers to pieces), or both. Be careful with these river 
    provinces, they can leave you pulling your hair out if you're not 
    careful - just as they did to many a real general.
    Fourth, discussion of the non-military units. Each serves a good purpose 
    that you can take advantage of. Everyone starts with an emissary and you 
    should try and use him to get a couple of quick alliances. Granted, 
    alliances are nothing more in this game than a stalling tactic while you 
    build armies, but it's still a good thing to try, and if you want to spy 
    on activities in a certian province they are the safest bet. By the way, 
    if your emissary is assassinated in the first 7 turns, you know it was 
    the Imagawa clan that did it - they start with two ninjas in play and 
    since it takes 6 turns to build a ninja house and 1 more to build a 
    ninja (never mind moving him) it's pretty obvious who is to blame. The 
    Imagawa seem to have a fetish for killing my emissary early regardless 
    of who I play as for some reason. 
    Next I'll talk about my favourite of these units, the shonobi. In my 
    opinion everyone should be making use of these guys. They only cost 100 
    koku to build, can't be killed so long as they stay in your territory, 
    and they can catch enemy shinobi or ninja that are in your lands. They 
    don't always succeed at preventing an assassination attempt, but the 
    percentage is good enough to make them worthwhile investment for 
    protecting important generals, and especially the daimyo and his heirs - 
    I absolutely always have a shinobi with every heir in play, since if you 
    have no heirs and the daimyo dies the game is over, and so I protect 
    them carefully. They gain honor for every plot they break up, and then 
    get even better at it. Sadly they can do nothing about The Legendary 
    Geisha. You can also send shinobi into enemy provinces to spy, and they 
    will send back word when that clan is preparing to attack someone, but 
    this isn't really worth it since they can be caught and killed by other 
    shinobi. Also, shinobi boost loyalty in your provinces if you station 
    them there, and help destroy loyalty in other player's provinces that 
    they are stationed in. This can help you prevent rebellion in new 
    provinces you gain by sending in a shinobi with the invading army. 
    Basically I put a shinobi in every border province, as well as one with 
    the daimyo, one with each heir, and one with any general of rank 2 or 
    more (but really most of those guys should be up on the border provinces 
    anyway). In the long run I find I am always happy with the investment.
    You will need priests if you are going to play as a Christian. Along 
    with Churches they help boost the percentage of Christians in your 
    lands, which helps prevent discontent over conflicting religions. But 
    since building a church in every province (at 800 koku a pop) is not 
    remotely realistic you will need these guys, who are actually the 
    cheapest unit in the game. You can send them out as emissaries as well, 
    but don't bother if the player isn't also a Christian or you'll get to 
    see his head literally come back on a plate - if he isn't assassinated 
    first. Other daimyos do not take well to priests in their lands, as they 
    automatically begin converting people to Christianity and this will 
    anger the Buddhist groups in a hurry. 
    Ninjas seem very cool at first but I barely use them. They do not have 
    the greatest percentage for killing generals with any significant rank, 
    and trying to kill an heir or a daimyo with less than 4 or 5 honor is 
    very difficult - and you will quickly discover getting a ninja to 5 
    honor through legitimate means is almost impossible. The only real way 
    to do it is keep killing emissaries and (if there are any) priests since 
    they are weak targets, until you have a decent honor level. They are 
    still an okay unit but they have to be used sparingly. If you are about 
    to invade a province try and assassinate a general in that province as 
    long as he doesn't have negative honor (even if he's honor zero), 
    because a successful assassination the same turn as an invasion does bad 
    things for the enemy's morale. This is probably the best use for a 
    ninja. Also, they are the only way to kill a Geisha, so if you can get a 
    ninja to 3 or more honor I'd consider pulling him back and having him 
    sit near your daimyo for the rest of the game, as a security blanket 
    against a Geisha attack. It might seem excessive, but Geisha can get a 
    34-50% chance to kill a daimyo fairly quickly and I don't consider any 
    defense against that a bad idea. Also there is a very nasty trick you 
    can try with ninja, though it is difficult. When a clan is wiped out, 
    their lands will mostly go to that clan's allies, or if they have no 
    allies degenerate into rebel factions. So if you are allied with someone 
    and want their lands without going to war you could try assassinating 
    all the heirs and the daimyo for that clan, in the hopes of getting 
    their land for being such a "good ally". This CAN work, but it is very 
    risky since sometimes when nijnas are caught (and you will probably need 
    a few to try this trick) they reveal who they are working for, and that 
    could cause some very nasty reactions. It is possible, but very 
    difficult, and I probably wouldn't try it unless there was an heirless 
    daimyo to target.
    The Legendary Geisha are really too powerful, and they can end games 
    almost single-handedly. Thankfully it is very hard to get them and takes 
    many, many years to develop a province fully enough to allow their 
    construction. They take four turns to build, but once you have one it's 
    big trouble for everyone else. Only ninja can kill them, though they are 
    adept at avoiding assassination. (Note: I actually assume that Geisha 
    can also target other Geisha. I've honestly never played a game where 
    two clans both had access to this unit so I've never seen it tried. The 
    on-disk manual says only ninja can kill them, but it also says heavy 
    cavalry are "slow" so I take it's advice with a grain of salt.) They 
    have an incredible percentage for killing generals and once they have 
    even 2 honor the heirs and daimyo in play are certainly not safe at all. 
    Essentially if you build one just send it into enemy territory and wipe 
    out any targets that are in your path, and you can literally get a unit 
    powerful enough to win the game assuming you can track down the daimyos. 
    Although they are highly useful (that is an understatement) they will 
    take you a long, long time to get to being able to train so don't bank 
    your whole strategy around Geisha-based assassination. Also remember, a 
    failed assassination with a Geisha does not mean death for the Geisha, 
    like it does for a ninja. The ONLY way to kill one of these is to 
    assassinate them. UPDATE: I've been e-mailed by a couple of people 
    pointing out that if one Geisha attempts to assassinate another, both of 
    them always die. I stupidly deleted the e-mails without writing your 
    names down for credit, but thanks for that guys.
    Fifth, what to do about the Portuguese or the Dutch. The Dutch is an 
    easy decision - when they do finally show up welcome them openly, build 
    a trading post, and you have access to guns, plain and simple. It's a no 
    strings attached deal with the Dutch and you should take the opportunity 
    when it presents itself. Deciding whether to trade with the Portuguese 
    or not (and the Portuguese will always be the only option for the first 
    few years of play) is more complicated. 
    Accepting the Portuguese means converting to Christianity. This will 
    drastically drop loyalty in every province you control at the time 
    (though it will come back in time). You gain the ability to build a 
    Trading Post (though you can't build musketeers with it until you have a 
    cathedral, just the lesser gunman unit), churches and priests, and 
    eventually a cathedral. Buddhist daimyos tend to not want to be your 
    ally anymore as well. I have to admit I don't have much experience 
    playing as a Christian army. I do know this - it's not cheap. You're 
    going to have to build churches, and they cost money. Also a few priests 
    for other provinces as well. Also, you simply cannot build a temple and 
    use Warrior Monks if you become Christian - building a temple forfeits 
    your Christian status. The tradeoff advantage for this handicap is that 
    the Buddhist Warrior Monks no longer have the overwhelming effect on 
    your no longer Buddhist army. They are still decent but they will not 
    overwhelm you the way they will with other clans. I have no idea what 
    happens if you convert to Christianity if you already have warrior monks 
    in your army, I assume they either automatically revolt or kill 
    themselves ("seppuku" was the samurai term for an honorable suicide), 
    one or the other. I've never been stupid enough to try it since I don't 
    need any more angry warrior monks coming after me than you already will 
    have. Basically if you decide to be Christian forget about ever having 
    warrior monks and don't ever build a temple. I also don't know if this 
    is totally true but in my limited experience playing as a Christian 
    (with the Shimazu clan for the record) I found my troops seemed to have 
    lower morale in battle almost by default. That would make some degree of 
    sense, as one of the prime teachings of Christianity is "thou shall not 
    kill" - probably not a good idea in a war simulation. Overall in my 
    experience I didn't find that being Christian was all that good an idea 
    in this game. My advice is to wait for the Dutch.
    If anyone has more experience playing as Christians and has information 
    to add to this section, my e-mail is at the top of the document. I'd be 
    happy to include additional information.
    5 - Combat Mode
    Right off I'll admit I'm no tactical master at this game, and I've spent 
    the majority of my time on less than the hardest difficulty level. I am 
    simply a fan of the game who is trying my best to put together an FAQ 
    for a game that I was shocked to see didn't have one. So right off I'll 
    say if you are reading this and are confident you have something good to 
    contribute to this section especially, don't hesitate to e-mail it to 
    me. My e-mail is at the top of the guide, and remember to have a 
    relevant subject line.
    What I can talk about is the affects of terrain and weather. I'll also 
    look at how honor level affects combat results. I'm hopeful that reader 
    contributions will allow this section to develop even more strategies 
    than that in the future.
    One of the things I enjoy a lot about this game is how terrain and 
    weather have for once been given realistic effects on the outcome of 
    battle. First, weather. Attackers love clear days, or light wind, while 
    attacking troops will not be as confident in rain (though if you have a 
    superior army attacking in light rain should be of no consequence), and 
    attacking in heavy rain is a mistake. Also, I don't think most troops 
    enjoy attacking in winter either. Light wind tends to throw archers off 
    a bit, though it's not overwhelming it is noteworthy. The effect of fog 
    really depends on how good you are. It's easy to get suckered into a 
    trap when you can't see very far, but if you can rush the enemy quickly 
    they can get blown away before they know what happened.
    Terrain has more drastic an effect, and it was good to play a game where 
    the computer not only sought out high ground, but where such an 
    advantage was exploitable. Basically, up = good. Archers perform better 
    from height, and units tire out having to chase you up hills. If you are 
    defending and you have access to a ridge, try and get the enemy to 
    attack you from that spot. If you are attacking, try and avoid routes 
    that lead to you chasing enemies up large hills since you will tire out 
    faster and it isn't good for morale either, and it improves enemy archer 
    effectiveness. There are other ways to use height to your advantage. 
    Troops move much slower marching uphill than down (what a concept!) and 
    if you can chase footsoldiers up a hill with cavalry, you are going to 
    mow them to pieces very quickly. 
    Also be aware of forests, and know that the enemy enjoys using their 
    cover. Units that stand still in trees for a minute become "concealed", 
    meaning you can't see them until they attack or until you run into them. 
    This is useful as a defender, hide a few units in the trees and they can 
    gain the advantage of surprise which seems present in the game. You can 
    get in a few quick kills and maybe even drop enemy morale a notch as 
    well. Also, from my experience, you cannot get the unit with your Taisho 
    (or Daimyo if you've led him into battle) to become concealed no matter 
    how long they stand around. If you seem to have won a fight but it 
    hasn't ended, perhaps the enemy has more units hiding in a forest - as a 
    defender you can even try and earn a time-limit draw (thus defending the 
    province successfully) by out waiting the enemy this way, though it 
    isn't easy.
    The other major terrain factor is bridges. They are a nightmare for 
    attackers and a defender's dream. Only provinces with rivers have these 
    and getting across them is a tough challenge. Obviously, they force 
    units to pack very tightly together and this raises the effect of 
    archers significantly. Any units coming across bridges that are under 
    fire and attack will also suffer huge hits to morale. Don't ever waste 
    your time sending Yari Ashigaru as the first line across bridges - 99% 
    of the time they will run away without making it. Really, the only way 
    through is move fast and hit the archers hard as soon as you can. In my 
    experience Heavy Cavalry are the only unit that seems truly regularly 
    effective at breaking bridge defenses, and even then it is not easy. 
    Never attempt to invade a province that has a river (and thus a bridge) 
    without a manpower advantage or you will almost certainly lose. If you 
    are defending a bridge it's fairly simple. Lots of archers (meaning more 
    than you'd normally use) and enough close combat troops to keep the 
    enemy held up on the bridge while the archers crush their morale. 
    Naginata combined with archers (or guns) defending a bridge are very 
    tough to break.
    Finally I want to assess how an honor rating can affect combat, and the 
    importance of honor level. The custom battle setup helped with this as 
    you can assign a starting honor. Essentially honor is like your 
    character level in an RPG game, and it affects your skill. The test was 
    a very simple one, I performed it with Warrior Monks though it could be 
    done with any unit. One unit on each team, with equal honor obviously it 
    is a 50/50 chance on who wins if both groups just rush each other. But 
    when the attackers are given a +2 honor bonus, it got ugly in a hurry. 
    My +2 monks killed all 60 enemy monks and I still had 42 of my 60 
    original monks intact. That's the kind of effect a +2 honor bonus has on 
    two units that would otherwise be evenly matched, so be wary of enemy 
    generals with high honor.
    6 - Reader Contribution Section
    People who send in tips on strategy and gameplay will have them listed 
    here, and be thanked in the credits. If you have something to 
    contribute, my email is steven99@telus.net.
    James Motz contributes the following:
    "I just wanted to let you know that the stall tactic 
    saved my bacon one time - it definitely works if you 
    are absolutely outclassed and desperate! 
    I was in Shinano (I think - important to note that it 
    was very hilly and had tree cover). I had been caught 
    with my pants down somehow (details are sketchy - this 
    was a couple years back), and had only 1 unit of yari 
    samurai facing about 300 enemy troops. But I noticed 
    that the fools attacked in winter, so I decided to try 
    and hold them off. In placing my army, I went for this 
    little thicket of woods on the very top of a hill at 
    the edge of the map, and just sat there. The battle 
    started with snowfall, so visibility was down. I just 
    turned up the gamespeed clock and watched and prayed. 
    It was rather humorous to see the enemy units marching 
    back and forth in the valley below, getting more and 
    more tired, while my samurai just sat waiting. The 
    timer had almost run out when a unit of enemy yari 
    samurai finally found me. I was able to hold them off 
    and the rest of his group couldn't reach me before the 
    time ran out (though it was very close!). Result: I 
    lost something like 10 men, killed about 15 or so, and 
    defeated an army of 300! 
    To sum it up - the stall tactic works best when the 
    weather is working for you (rain is ok, but snow is 
    better), the terrain is to your advantage, and you 
    have almost no other option. 
    Another tactic to note is hitting the enemy in the 
    rear or the flank. In another battle where I was 
    defending, I had all my units except some yari cavalry 
    on a hilltop in the woods. The enemy (who outnumbered 
    me by a lot again) advanced and the battle was nothing 
    out of the ordinary. But he left his taisho's unit 
    (samurai archers I believe) sitting on the valley 
    floor - presumably to keep him out of harm's way. So 
    that's when my cavalry, who had been sitting in the 
    trees on the hill across from the rest of my troops, 
    charged out of the trees and cut him down like the 
    coward he was!"
    More James Motz wisdom:
    "Musketteers: These guys work best when in ranks 3 deep. This way the  
    first rank fires while the back 2 reload. Then they'll shift and repeat.  
    It maximizes their firepower. And when a couple of units are cranking it  
    out, nothing can stand up to them. You get high damage and the target  
    units usually flee after only a couple volleys. 
    Arquebusiers: Don't expect much damage from these guys. Their value is  
    in causing other units to break and run. You'll be amazed at how close  
    they need to be before they'll fire a volley - and how long it takes.  
    But if they can get a couple volleys off, most foot soldiers will turn  
    and run. And running units are pretty much free kills for Yari Cavalry.  
    They're too slow to shift their ranks like musketeers, so string them  
    out in a long line (2 deep at the most) and get the most bang out of  
    their volley. 
    Tactically speaking, I don't think it's possible to be defeated if you  
    have 4 units of Musketeers defending a bridge on a nice day. Maybe add  
    one unit of spearmen or naginata just in case. But it's almost  
    impossible for enemies to get across, form up, and charge before they  
    break due to the volleys. This applies to cavalry as well as foot. And  
    blackpowder weapons never seem to run out of ammo in a day. Arquebusiers  
    can be effective here, but it gets trickier. The enemy might recover in  
    between volleys and advance, causing your arquebusiers to retreat -  
    which lengthens further the amount of time before they shoot, which lets  
    even more guys across. You definitely need more soldiers to fight the  
    units that make it across the bridge jn order to survive - naginata are  
    wonderful in this role. 
    From a strategic standpoint, on switching to Christianity: Try to build  
    multiple churches at the same time, in different areas of your  
    territories, so they'll all be done at the same time. Once the first one  
    is complete, your loyalty will drop in *every* province, so its best to  
    start their spread from multiple points and be coordinated. Shinobi are  
    your best bet here - try to have at least one in each province to help  
    the loyalty rise - they should be there before you start building the  
    churches. Then start cranking out priests. They are cheap (only 50  
    koku), so get groups of 3-4. Keep them in one place until the  
    Christianity level is 100%, then move on. And you should build churches  
    before you build trading posts to help stabilize your population. If you  
    want to convert, you need to plan from the beginning so you are ready  
    and haven't made any Buddhist Shrines (this will be tricky early, but  
    will make your loyalty problems easier later). Make sure you monitor  
    your loyalty and move in fast when it drops. The religious revolts cause  
    armies that are heavy on Warrior Monks - and they're bad news to the  
    newly Christian Daimyo. Even though your army won't rout at being  
    ordered to attack them, they are still very dangerous. Yari Cavalry who  
    charge (at least 2:1 outnumbering the Monks) or lots of spearmen (at  
    least 3:1 outnumbering) are your best bet. If you have Heavy Cavalry, by  
    all means charge! But the best way to dispatch them is to not get into  
    combat with them - use missile troops! And since the whole point of  
    Christianity in this game is to get blackpowder - use it on them! The  
    Christian Daimyo also needs to consider getting a cathedral quickly  
    (which means he needs a citadel) so he can get musketeers. Cathedrals  
    and citadels will cost you a lot of money and time - some players might  
    just want to wait until the dutch show up and trade with them. This  
    takes a long time of game play - don't rely on having those musketeers  
    until you're getting into some big battles at the end of the game."
    Justin Biggs sends the following:
    "I'd like to point out the extreme value 
    of the lighter cavalry, in particular Cavalry archers. 
    These guys can do it all (or near enough). Here's an 
    Pack them up high on a hill to shower approaching 
    infantry when defending. Occupy the attackers with 
    some good defenders (Naginata are good for this, but 
    Yari Samurai will suit just fine). As the casualties 
    rise for the attackers, throw in some No Dachi to 
    break up the attacker's formations. More often than 
    not, they will begin to run (which usually causes 
    other troops nearby such as archers to run as well).  
    Now have your cavalry archers, who have contributed a 
    great deal to the enemy dead charge. Harry the 
    attackers as they flee. Yari Cavalry are also well 
    suited to this role. Both are fast enough to run down 
    the fleeing attackers with ease, and can even take 
    down plenty of spearmen because they're more occupied 
    trying to flee than to fight. Their honor will 
    usually shoot up after each battle due to the large 
    number of kills they rack up when pursuing the enemy, 
    and the constant harrying keeps the attackers from 
    reforming. The cavalry archers can also do some great 
    hit and fade maneuvers, when called for. 
    My armies are never without them."
    7 - Credits
    Myself, The Archon, for the construction of this guide.
    James Motz for his additions to the reader contribution section.
    Justin Biggs for his addition to the reader contribution section.
    The two people who e-mailed me about how two geishas will both die if 
    one tries to assassinate the other. Sorry guys, I forgot to write down 
    your names but it was appreciated.
    James Clavell, for writing "Shogun" - a book that has inspired my own 
    imagination to no end. It's highly recommendable reading if the story of 
    this game interests you, and one of the most underrated pieces of 
    historical fiction ever written.
    All the people who spent their hard time working on building this 
    special game for us to play.
    Gamefaqs.com, for allowing me and so many others a chance to write and 
    read guides such as this free of charge.
    Pink Floyd's "The Wall", Rammstein's "Mutter", and Black Sabbath's "Past 
    Lives" for giving me something awesome to listen to while I worked on 
    the guide.
    If anyone has anything to contribute to this guide, be it corrections or 
    additional strategy I'd be happy to accept it and I'll give you full 
    credit, as well as a thanks down here. Please try and include a relevant 
    subject with your e-mail, something like "Shogun Total War" or "Shogun 
    more often than not are spam, or spam w/viruses.
    Now go, and let total war begin!

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