Welcome

Please register for Total War Access to use the forums. If you're an existing user, your forum details will be merged with Total War Access if you register with the same email or username. For more information please read our FAQ’s here.

Categories

Official Shogun2, RotS, and FotS FAQ Thread

13»

Comments

  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited April 2011
    66. How do Reinforcements work?

    A: On the campaign map, if you select your choice army to attack an enemy, the zone of control will appear as usual; if a friendly army is nearby and can join the battle a smaller yellow arrow will appear when you hover the cursor over the enemy army you wish to attack. This can be confirmed when you enter the Battle Panel and you see multiple generals and their respective armies on whatever side they're on.

    Reinforcements will enter from the edge of the map from the direction they were positioned on the campaign map; so an army north of your position will enter from the north, so plan accordingly.

    Reinforcements enter the field only when you have less than twenty units (currently there is a bug where over twenty units may enter, which may induce a crash!), and can replace routing or destroyed troops. All reinforcing units are player-controlled, so you can never have more than twenty units at a time.

    The ability to reinforce an army in a battle depends on a few factors:

    -Proximity: the army has to be close enough on the campaign map. If an army is within reinforcing distance to a friendly army, a small flashing yellow arrow will appear between the armies.
    Hovering the cursor over an army that has reinforcements nearby, or right-click and dragging to an area nearby a friendly army will also display flashing yellow arrows.
    When selecting or hovering the cursor over an enemy army that is withing striking distance to a friendly army, or withing reinforcing distance to another enemy army nearby, a red flashing arrow will appear.

    -Night Battles: An attacking army with a commanding General that has the Night Fighter skill can opt to attack the enemy at nightfall. If this is chosen, all reinforcement options, with the sole exception of any nearby armies with a general that also has the Night Fighter trait*, cannot join in the fight. It is not possible for a defending army to choose to fight at night, as the decision for battle is made by the attackers.

    -Subversion: An army that has in the current turn been sabotaged by a ninja cannot move for the duration of the turn, and thus cannot join any battle as reinforcements.

    -Siege units and units aboard shipscannot reinforce.

    *the Night Fighter trait is gained from the third level of the skill tree called Stealthy. Some generals at the start of the campaign also have this trait.

    **All generals of the Hattori clan can choose Night Battles.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited April 2011
    67. After fighting some of my units disappear.

    A: If your unit has taken too many losses there is a chance they may be disbanded automatically. This can take the form of losses due to normal fighting, or from deaths due to routing. This applies to the enemy armies you fight.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited April 2011
    68. My general seems very weak on the battlefield. What can I do to maximize his effectiveness?

    A: Unlike previous TW games, where generals can become powerhouses and can hold their own in a fight, your Shogun2 generals require some levelling up before they can confidently fight enemy forces. Even charging into archers and melee engagements from the flanking manoeuvres can easily become a risky strategy since generals, like other cavalry units, are vulnerable to spear and missile attacks as well as easily being bogged down.

    Generals have on their right side of the skill tree numerous morale, defence, charge and attack bonuses that enable your general to be more durable in battle. Note that these cost skill points, and consider whether its better to invest these points into giving bonuses to your other units as opposed to granting bonuses only to the bodyguard unit.

    As cavalry, the general's unit in reality is the second worse cavalry unit stats-wise in the game; only Light Cavalry holds inferior stats except in one very critical area: unlike Generals' units, Light Cavalry have a bonus against other cavalry units, which effectively makes them very ideal general-killer units on the field due to their speed and relatively early tech. So when dealing with armies fielding Light and Yari Cavalry it is imperative you keep them away from your generals, lest you suddenly find them dead when you need them the most. Simply put, generals as cavalry are best against sword units as a rule, but their smaller numbers and relatively weak stats leave them as a very undesirable alternative to other cavalry you can recruit.

    Dismounted, generals' units switch one disadvantage for another. All other cavalry units possess considerable charge bonuses, and Katana Cavalry become especially dangerous due to their focus on melee attack. Dismounted generals are effectively smaller versions of Katana Samurai, where all effective strategies against sword-units are applied, namely missile attacks and cavalry charges.

    Ultimately it is in the best interest to simply keep your general from fighting enemy units, for their deaths can cause severe morale penalties upon your army. Considering that generals can quite easily be dispatched in Shogun2, their ideal role will more often than not become that of a reserve unit or to chase down routers. Furthermore, since their biggest benefits are their bonuses from experience levels and traits, they contribute more in a non-combat role for your armies.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited April 2011
    69. What are trade nodes, what do they do and how do I use them?

    A: There are six trade nodes in the campaign map, each marked by a golden anchor icon, all of them a fair distance from Japan's shores. Four of the six nodes are cloesest to Kyushu (the island where the Shimazu start off). There are two Incense nodes, both of them to the west of Kyushu, Raw Silk above these two nodes, and Cotton to the north. Warhorses can be found to the north of the middle section of the campaign map, off the coast of Honshu where the Mori start off. The last one is far to the upper right corner of the map, and the Date are the closest to this node and offers Iron. These resources, on top of giving extra income, are also key prerequisites for certain structures, mostly top-tiered ones like Legendary dojos, so if you do not want to trade with factions to import these goods, then control of these trade nodes offer a more secure alternative.

    (b) What do these nodes do?

    A: These nodes are essentially free sources of trade, with no need for diplomacy or ports. Since trade with other factions require ports, losing provinces with ports can lead to disrupted trade. Diplomatic incidences can also influence whether your trade income continues or are disrupted. Trade nodes, then, are a far more secure and thus steady source of income, requiring only vigilance to ward off pirates or enemy fleets.

    To take use of a trade node you must control it. This is done via moving your fleets onto the trade nodes, in the same manner you would do to dock into a port. This means that only ONE faction can control a single trade node at one time, so make sure you take them from other clans! Note that you only require one ship to have control, and are not restricted to particular types. Thus it is possible to mix trade ships with military vessels for protection.

    (c) What do I use to gain income from nodes?

    A: To gain income from these nodes, you must place Trade Ships onto them. There are three (in reality five) ships capable of utilizing trade nodes for income: "Regular" Trade ships and their Mori and Wakou variants, Red Seal Trade Ships, and Nanban Trade Ships. Note that each ship adds income, so every trade node you acquire you should add as many trade ships into the fleet as you can. In ideal conditions, each node can contain the maximum ten trade ships for maximum income, although you may want to either have warships nearby or in the fleets themselves for protection from attacks.

    (d) What if a faction already took a node?

    A: You cannot use trade nodes already claimed by another faction. The only way is to either wait for them to leave, whether through the the fleet's destruction or the faction is destroyed, or simply attacking the fleet.

    (e) Do the ship types give different income?

    A: According to this thread, what ships you use, the condition experience level of the ships makes no difference to the income. Only the number of trade ships on a trade node affects income.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited May 2011
    70. There are patches for the game, how do I install them?

    A: Total War: Shogun 2 uses Steam, which automatically applies any patches that CA releases. You can view the changelogs on this forum's News and Announcements section or view Steam's News in your Steam options. Steam has to download the updates first, which may vary in time due to size. If for some reason your Steam does not seem to begin downloading, you may restart your Steam or even just give it a nudge by viewing Community or Store.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited May 2011
    71. After Patch 2 in the Encyclopedia there are some new units shown. What are they?

    A: Patch 2 introduced some new units to the game. Most of them are variants of regular units, and boast some improved stats. Below is a quick rundown:

    Warrior Nuns are essentially an improved variant of the Naginata Warrior Monks with improved Melee Attack, Defense, and Charge Bonus. However they have inferior Morale and Armour stats. Like all other Melee Warrior Monks, this unit uses the Naginata.

    Patch 2 has also released the Warrior Monk Hero, and like other Hero units are an improved version of Warrior Monks with smaller numbers, and have the Hold Firm ability. There are also the Uesugi and Ikko Ikki variants.

    Naginata Warrior Monk Cavalry has also been included into the game, and can be trained from the Ikko Ikki chain building's third tier structure, the Jodo Shinsu Sanctuary. Like the Naginata Samurai conpared to its Katana and Yari variants, this cavalry unit seems to be an all-round cavalry unit that can fulfill multiple roles but lacking any specialization.

    Ikko Ikki Matchlock Warrior Monks have also been released. Compared with Matchlock units, these Monks feature better missile firepower but are more vulnerable to attacks.

    Bow Ronin boast a slight increase to their Accuracy and Reload Skill stats. Like other Ronin units, you cannot train them but may be given a Dilemma Event to obtain then.

    Katana Ronin also boast some slight stat increases, but also slightly more expensive than Katana Samurai.

    (b) Can these units be found in the singleplayer campaign or in multiplayer?

    A: Warrior Nuns be trained in singleplayer, however you can only have up to four of these units at once time. Ronin units can only be found in Dilemma Events, allowing you rare opportunities to recruit them; as the Ikko Ikki they can be regularly trained in place of Katana and Bow Samurai.

    It appears no other units can be trained in the single-player campaign.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited May 2011
    72. How come my bonuses don't seem to add up?

    A: Stated stat bonuses of individual sources, such as structures do not stack on eachother. This is most commonly attributed by reading the entries in the Encyclopedia.
    For example, the Warhorse chain of structures offer charge bonuses through the two upgrades: +3 and +5. These do not stack upon eachother, so units do not gain +8 charge bonus when recruited, but instead changed their bonus from an addition +3 to +5. Thus, a Yari Cavalry with initial charge bonus of 40, will gain 43 charge bonus if trained with the Horse breeders upgrade, and will gain 45 charge bonus if trained with the Warhorse Studs upgrade.
    However this does not apply to separate sources of bonuses, such as Legendary Bajutsu School, which gives an additional (stackable) +5 charge bonus.
    Bear in mind that other sources of bonuses also stack on eachother: Katana Cavalry, being classified as a Sword unit as well as being a Cavalry unit, gains experience levels when Sword Expertise and Mastery are researched, like Katana Samurai.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited May 2011
    73. I got an event called the Black Ship. What is this and what can I do?

    A: The Black Ship is the name of a European sailing ship that spawns either north or south of Kyushu (the island that the Shimazu starts off) and sails on an eastward trajectory. It has its Encyclopedia entry, "The Black Ship", which shows a boarding strength of 100 marines and 40 matchlock gunners, as well as sporting 24 cannons. This makes it easily the most powerful naval unit in the game, able to fight off whole fleets of conventional Japanese ships by itself, and even boast tough resilience against close rivals like the heaviest bunes, the cannon bune and its closest buildable variant, the Nanban Trade Ship. Other unique traits of this unit is that it has more movement points than most other ships. The event serves the purpose of presenting an opportunity to any factions to capture this lone ship by force and convert its use against the other clans: obviously this is no easy feat, but worth the effort considering its firepower.

    (b) So how can I capture this ship?

    A: Because of its longer movement range, careful timing is often require to assemble a force and intercept its journey eastwards across Japan's coast, north of south depending on where it spawns. This is relatively straightforward since it travels at a predicable path along the usual traffic lanes. Most ideal method is to assemble a fleet north and south of Kyushu and once the event pops up, move your fleets around the coastline and you will come across the Black Ship where it spawns.
    Despite its staggering firepower on paper, it is still possible to employ multiple methods to capture this unit.
    -The most obvious is to use Nanban Trade Ships, where just two of them can shake up the units' numbers and force a surrender for the crew. However this requires conversion to Christianity in order to construct the Nanban Quarter and to build Nanban Trade Ships.
    -A far less troublesome strategy is to employ large numbers of Bow Kobaya and, using Flaming Arrows, set the Black Ship on fire, forcing the vessel to either divert its crew from fighting to putting out the flames, or continue combat. Either way, the Black Ship will burn up and surrender. This is by far the most convenient method, requiring only the large number of first-tier units, but require having the Way of the Bow arts mastered to unlock Burning Arrows. This also has the tendency of the ship either being destroyed or fleeing despite surrendering as the ship goes up in flames.
    -A still simply, but far more risky version, is to overwhelm the Black Ship with numerous first-tier vessels of your own, without Burning Arrows. Dozen or more Bow Kobayas, Medium Bunes and Sengoku Bunes. Naturally this is by far the most difficult method due to lacking the long range and morale shock of cannons, or the use of fire to prevent the enemy from fighting back, as well as the need to employ a human-wave approach to get within range: in fact, you send your ships straight at it and force a melee engagement. Since the Black Ship is a sailing galleon, relying on wind direction and broadside barrages, a player can surround the ship with cannon fodder units, and their destroyed hulks will impede the Black Ship's ability to shoot at your other vessels and makes it a sitting duck for endless barrages: destroyed ships at its broadside will adsorb any cannon shots as your larger vessels move in for boarding action. Using Medium Bune's Warcry and persistently boarding to fight, the Black Ship's advantages of firearms are entirely negated, thus levelling the playing field to nearly equal. Despite the Black Ship's large crew size, its odds of fighting off attackers become far more difficult since it cannot engage with cannons or matchlocks.

    Here is a youtube video of a Black Ship being captured by the third strategy.

    (c) So I captured the Black Ship. What now?

    A: You just obtained the most powerful ship in the game, and even without a general in command, can wreck havoc on any enemy fleet of any size, even by itself against much more advanced vessels. It's extreme cannon range means it will always be the first to engage, and matchlocks on board can spook away any ships that manage to get close.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited June 2011
    74. Can I change the campaign difficulty when I've already started it?

    A: Short answer NO

    Long answer: Since the difficulty mandates a number of provinces to be taken, it would be very easy to cheat to start the game off as easy difficulty and then crank it up to Legendary at a convenient point later on. On top of that, since Realm Divide is dependent on the number of provinces held, and the number per Fame increase changes with difficulty level, it induces a great deal of potential bugs if you are able to adjust difficulty level mid-play. This would in addition mess with achievements, since conquering all but Kyoto on Easy then taking it over and turning it to Legendary as you become shogun and win the game is hardly the same as winning the whole campaign on Legendary mode. Besides technical difficulties, it would be cheating.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited July 2011
    75. What's in the Sengoku Jidai DLC pack?

    A: Ten new units, one for each of the eight original factions and one for the Ikko Ikki and Hattori. They are generally a combination of existing units, and so fill relatively few niches. Some but not all of these new units are capped: you can only have a number of them trained at any one time, like agents.

    Below is a quick rundown of the new units by faction, comparative unit, unit class and turns to produce, maximum number possible, if capped):

    1. Oda- Long-speared Yari Ashigaru (Yari Ashigaru, Spear Infantry)
    -Speaks for itself: Yari Ashigaru with longer spears. Use them in much the same way against cavalry.

    2. Tokugawa- Mounted Gunners (Matchlock Samurai, Bow Cavalry)
    -Interesting combination of matchlocks and cavalry. Remember that they can dismount as well, effectively acting as dragoons: ride around the flanks, deploy and fire.

    3. Hojo- Hand Mortars (Fire Throwers, Siege Units; 2 turns; unlimited)
    -Boasting the range between Fire Rockets and Cannons, these infantry are basically fire throwers with 300 range instead of the regular 50.

    4. Shimazu- Heavy Gunners (Matchlock Samurai, Matchlock Infantry; 2 turns; unlimited)
    -Matchlock Samurai with a slightly bigger pricetag and +25 improved range. Nothing else is different about them.

    5. Mori- Wako Bandits (Katana Samurai/ Kisho Ninja, Sword Infantry; 1 turn; unlimited)
    -This is where Nnja and Pirate meet. A relatively fragile Katana Samurai with the hiding abilities of the Kisho Ninja.

    6. Chosokabe - Daikyu Samurai (Chosokabe Bow Samurai, Bow Infantry; unlimited)
    -Boosted Chosokabe Bow Samurai. +25 range, +5 reload and accuracy.

    7. Date- Bulletproof Samurai (Yari + Naginata Samurai, Spear Infantry; 2 turns; maximum 4)
    -A Yari Samurai with the armour of a Naginata Samurai. Rapid Advance, anti-cavalry bonus included.

    8. Takeda- Fire Cavalry (Yari Cavalry, Spear Cavalry)
    -Slightly boosted Yari Cavalry, slight charge bonus penalty

    9. Hattori - Bandits (Bow Ashigaru, Bow Infantry)
    - Boosted Bow Ashigaru, slightly improved morale and accuracy, and cost

    10. Ikko Ikki and Uesugi -Marathon Monks (Ona Bushi, Heavy Infantryl 2 turns, unlimited)
    -These two units are identical. Slightly boost stats across the board, specifically +1 to speed. Unlike other Monks, these have the Second Wind ability.

    *Note that in singleplayer you can recruit multiples of these units at a time, whereas in multiplayer you can only deploy one of each unit.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited August 2011
    76. How do you engage in Night Battles?

    Night Battles can only occur if the attacking force has a general that has upgraded to the last level of the Stealthy skill.

    If the defending army does not have a general with the Night Fighter trait, they suffer a morale penalty for the duration of the battle, putting them at a considerable disadvantage. All units also have reduced sight range.

    The purpose of Night Battles are self-evident: since multiple armies can only join in battle if every army has a general with the Night Fighter trait, Night Battles can deal with several armies one at a time rather than simultaneously, allowing an outnumbered but powerful force to dispatch multiple armies.

    Naval Battles can only engage at Night if the arts Way of the Sea is mastered. No additional requirements exist, including generals.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited October 2011
    77. What is Rise of he Samurai?

    A: The Rise of the Samurai DLC (shortened to RotS) is a separate campaign experience which sets the setting of the campaign to the period of the Gempei wars, a very different time where the samurai were not yet the dominant social class of Japan and as such are only late-game units. You play as one of six clans, in cooperative style with one other clan (a "sister clan"). The game rules are the same- conquer the sufficient objective number of territories.

    78. What changes occurred with the agents in the RotS Campaigns?

    A: The agents are slightly mixed around in their abilities, and religion has now been replaced by a slightly different form called Allegiance.

    Junsatsushi, the RotS hybrid form of a Metsuke and the Monk, now do the conversion of a province. Other actions are similar- they give a slight public order bonus in castle towns, reinforce loyalty of generals they are assigned to, can bribe enemy armies and settlements and can eliminate enemy agents. They no longer offer a boost to a settlement's productivity

    The Shirabyoshi fulfill the role of boosting productivity, bribe enemy generals to defecting to your side, freezing enemy armies in the same way Sabotage Army and Demoralize does, and boost movement speed of armies they are assigned to.

    Sou are the Monks of RotS, and their abilities are boosting happiness in castle towns, boosting morale in assigned armies, demoralizing enemy armies, eliminating agents, and incite riots. Province conversion is now the passive ability of the Junsatsushi.

    Monomi are the Ninja of Rots, and are essentially identical to Shogun2's Ninja abilities. However in RotS their availability is considerably limited and require owning a province with the Ninja specialty or through special Dilemma Events.

    79. What is Allegiance?

    A: Allegiance is simply the "religion" of the RotS campaign- all provinces hold allegiance to one of the three dominant families of Japan: the Fujiwara, Minamoto and Taira (Green, Blue, Red respectively). Like religion, a Taira province with a dominant allegiance to Minamoto or Fujiwara will naturally have unrest problems, and thus require the presence of Junsatsushi to convert to their respective allegiance as well as Sou to increase happiness while stationed in the castle town. This also limits what provinces you can incite revolts on- if you're playing as the Taira you can never incite revolt on a province that is owned by a clan who backs the Taira.

    In addition clans cannot change allegiances, regardless of the allegiance percentage in the province(s).

    Here is a list of minor clans and their allegiance.

    80. What's been changed in respect to the units?

    A: The unit roster has been changed to reflect the historical period, and thus have slightly less apparent rock-paper-scissors variety to them. Quality level is reflected in the unit being Levy, Attendant, and Samurai.

    While the roster has somewhat shrunk, the nature of the rock-paper-scissors system is in fact amplified, with some twists. Some unit types are rarer than others, such as Sword Infantry, and the quality of respective units will drastically affect their performance nearly as much as their specialty. Some units are simply superior in every way, even against technical counters.

    Levies operate identically to Ashigaru- cheap and widely available but poor. Anyone can easily field an army of Levies, but an army of Levies can easily fall to armies with large numbers of Samurai or even Attendants. There are only three types of Levies- Bow, Naginata and Firebomb throwers.

    Attendants are the "regular" forces most common to later-game campaigns; they fill the most roles and are accessible with some arts mastery and development. There are Sword, Bow, and Naginata Attendants, thus providing versatility against all unit types.

    There are now only two Samurai units, Foot and Mounted. Despite their classification as Missile units, they are in fact superior in most forms to all preceding units, even the melee specialist Sword Attendant. They are late-game units and thus rarely seen and less common until the later stages of a campaign.

    Naginata and Bow Warrior Monks make a return and operate in similar fashion- high morale and fighting stats and poor armour rating.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited November 2011
    81. I destroyed a clan by taking it's last province, but why do they still have armies around?

    A. These stacks become clan rebels if their last province was taken but they still have family members alive somewhere in that last province. So watch out if you try the strategy of taking provinces- they might come back with their large stacks and turn the tables over!

    Interestingly you can cheat around this by having that clan become your vassal- the large stacks will not disband, but in ideal circumstances can instantly become a powerful ally against other enemies you might have nearby.

    82. I can recruit units with a large amount of bonus experience, but I can't see to figure out why.

    A. There are numerous sources for bonus experience, most obviously mastering certain arts. Additionally, details not mentioned in the Encyclopedia include Dojo upgrades. With most of these accessed and unlocked, and including things like bonus Clan Effects, it is possible to recruit units with maximum experience right off the bat.

    83. What are the clan-specific variants for the units?

    A. This is a short rundown organized by clan, unit name and unit type.

    Date:
    -No-Dachi Samurai, Sword Infantry
    -Date Bulletproof Samurai, Spear Infantry*

    Chosokabe:
    -Bow Samurai, Bow Infantry
    -Bow Ashigaru, Bow Infantry
    -Bow Warrior Monk, Bow Infantry
    -Bow Hero, Bow Infantry
    -Daiyku Samurai, Bow Infantry*

    Hojo:
    -Firebomb Throwers, Special Infantry
    -European Cannons, Siege Units
    -Fire Projecting Mangonels, Siege Units
    -Fire Rockets, Siege Units
    -Hand Mortars, Siege Units*

    Mori:
    -All warships except the following:
    Trade Ship category
    Nihon Maru, Heavy Ship
    -Wako Raiders, Sword Infantry*

    Oda:
    -Yari Ashigaru, Spear Infantry
    -Bow Ashigaru, Bow Infantry
    -Matchlock Ashigaru, Matchlock Infantry
    -Long Yari Ashigaru, Spear Infantry*

    Shimazu:
    -Katana Samurai, Sword Infantry
    -Katana Hero, Sword Infantry
    -Heavy Gunners, Matchlock Infantry*

    Takeda:
    -Light Cavalry, Spear Cavalry
    -Yari Cavalry, Spear Cavalry
    -Bow Cavalry, Bow Cavalry
    -Katana Cavalry, Sword Cavalry
    -Fire Cavalry, Spear Cavalry*

    Tokugawa:
    -Kisho Ninja, Special Infantry
    -Mounted Gunners, Bow Cavalry*

    Uesugi:
    -Naginata Warrior Monks, Heavy Infantry
    -Warrior Monk Hero, Heavy Infantry
    -Bow Warrior Monks, Bow Infantry
    -Marathon Monks, Heavy Infantry*

    Hattori**:
    -Yari Ashigaru/Samurai, Spear Infantry
    -Bow Ashigaru/Samurai, Bow Infantry
    -Katana Samurai, Sword Infantry
    -No-Dachi Samurai, Sword Infantry
    -Kisho Ninja, Special Infantry
    -Naginata Samurai, Heavy Infantry
    -Matchlock Ashigaru/Samurai, Matchlock Infantry
    -Bandits, Bow Infantry

    Ikko Ikki:
    -Loansword Ashigaru, Sword Infantry
    -Naginata Warrior Monk Hero, Heavy Infantry
    -Naginata Warrior Monk, Heavy Infantry
    -Naginata Warrior Monk Cavalry, Spear Cavalry
    -Yari Ashigaru, Spear Infantry
    -Bow Ashigaru, Bow Infantry
    -Bow Warrior Monks, Bow Infantry
    -Matchlock Ashigaru, Matchlock Infantry
    -Matchlock Warrior Monk, Matchlock Infantry
    -Marathon Monks, Heavy Infantry*

    *Sengoku Jidai Unit Pack DLC
    **All Hattori variants have the Kisho ability, allowing placement outside the normal deployment zone.

    (b) What are the differences?

    A. Most variants merely boast a slight stat bonus and maybe some tradeoffs, such as higher upkeep cost but higher morale. Hattori variants of regular units also boast Kisho Training, allowing the same feature of Kisho Ninjas to deploying outside the regular deployment zone.

    (c) Is it possible to obtain variants aside from the clan you are playing?

    A. It is not possible to train variants aside from the clan you are playing, however you can obtain variants through bribery.

    Corrected action is the most sincere form of apology.
  • daelin4daelin4 Senior Member Posts: 15,694Registered Users
    edited June 2012
    84. What is Fall of the Samurai?

    Fall of the Samurai is the latest standalone expansion for Total War: Shogun II. You do not need to have bought nor installed Shogun2 to play this game.

    Fall of the Samurai (or "FotS")is a chronological sequel to Shogun2's historical setting: the advent of firearms and European-influenced modernization of feudal Japan.

    More information can be found in the Steam Store page.

    (b) What are the minimum requirements for FotS?

    A: The requirements are stated in the Store page.
    System Requirements
    Minimum:
    OS: Windows 7 / Vista / XP
    Processor: 2 GHz Intel Dual Core processor / 2.6 GHz Intel Single Core processor, or AMD equivalent (with SSE2)
    Memory: 1GB RAM (XP), 2GB RAM (Vista / Windows7)
    Graphics: 256 MB DirectX 9.0c compatible card (shader model 3)
    DirectX®: DirectX 9.0c
    Hard Drive: 32GB free hard disk space
    Screen Resolution: 1024x768 minimum

    Recommended:
    OS: Windows 7 / Vista / XP
    Processor: 2nd Generation Intel Core i5 processor (or greater), or AMD equivalent
    Memory: 2GB RAM (XP), 4GB RAM (Vista / Windows7)
    Graphics: AMD Radeon HD 5000 and 6000 series graphics card or equivalent DirectX 11 compatible card
    DirectX®: DirectX 9.0c
    Hard Drive: 32GB free hard disk space
    Screen Resolution: 1280x1024 minimum

    (c) What is the Limited Edition?

    A: There are actually three versions of Limited Editions for FotS, each with it's own (formerly pre-order) exclusive factions. They are the Tsu, Saga, and Obama factions.

    The Tsu faction can be obtained by buying the Limited Edition in Steam; Saga faction are found in retail copies, and the Obama are obtained via the SEGA store.

    (d) Can I get all these factions?

    A: They have been released as separate purchasable DLCs, found in the above link.

    (e) How much has changed with FotS's experience system?

    A: Generals' levelling system is identical to Shogun2's system: the leading general gains 10XP, generals leading reinforcing armies gain 3XP, and any subordinates gain 1XP per victory. Agent levelling is also identical to that of Shogun2's.

    The skilltree system is slightly different for both characters: there are only one level per skill, and for every level gained, 1 point when the 2nd star is obtained; then two stars for subsequent levels.

    Corrected action is the most sincere form of apology.
  • takeotakeo Junior Member Posts: 6Registered Users
    edited March 2013
    In question 8 the original base recruitment costs are recorded incorrectly for Bow Samurai and Ashigaru.
    Daidoji Takeo
13»
Sign In or Register to comment.