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User manual GAMES PC SHOGUN - TOTAL WAR
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User guide GAMES PC SHOGUN - TOTAL WAR
Detailed instructions for use are in the User's Guide. Warning: To Owners Of Projection Televisions Still pictures or images may cause permanent picture-tube damage or mark the phosphor of the CRT. Avoid repeated or extended use of video games on largescreen projection televisions. Epilepsy Warning Please Read Before Using This Game Or Allowing Your Children To Use It. Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life. Such people may have a seizure while watching television images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to playing. We advise that parents should monitor the use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your doctor. Precautions To Take During Use · Do not stand too close to the screen. Sit a good distance away from the screen, as far away as the length of the cable allows. · Preferably play the game on a small screen. · Avoid playing if you are tired or have not had much sleep. · Make sure that the room in which you are playing is well lit. · Rest for at least 10 to 15 minutes per hour while playing a video game.
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BASIC COMMAND SUMMARY
See the separate Key Command Card
Preparing for Battle . . . . . . . . . . . . . . .47 Deploying your army - Attacking .47 Deploying your army - Defending 47 Engaging with the Enemy . . . . . . .48 Advanced Control Techniques . . .48
Chat Room Selection Screen . . . . . . . .74 The Chat Window Creating A Chat Room Roll of Honour . . . . . . . . . . . . .75 . . . . . . . . . . . .77
. . . . . . . . . . . . . . . . . .77 .78
Internet Games - Single Battle Setup
CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . .4 Mobilising your Armies . . . . . . . . . . .26 Campaign Mode . . . . . . . . . . . . . . . .5 Other Game Types . . . . . . . . . . . . . .6 The World of Shogun - Total WarTM will live on . . . . . . . . . . . . . . . . . . . .6 Installing the Game Setting Up the Game Main Menu . . . . . . . . . . . . . . . . .7 . . . . . . . . . . . . . . . .7 Organising and Directing Units . . .26 Invading an Enemy Province . . . .27
Changing game speed . . . . . . . . . .49 Using the Terrain . . . . . . . . . . . . . .50 Weather and Seasonal Conditions .50 Conditions required for Victory . .51
Hosting a Multiplayer Game . . . . . . . .79 The Multiplayer Lobby Screen Multiplayer Army Selection . . . . . .80
. . . . . . . .81 .81
Multiplayer Waiting to Go Screen
Historical Battles . . . . . . . . . . . . . . . . . . .51 Custom Battle . . . . . . . . . . . . . . . . . . . . .53 Unit Types . . . . . . . . . . . . . . . . . . . . . . .54
LAN Games . . . . . . . . . . . . . . . . . . . . .82 Glossary of Terminology . . . . . . . . . . . .82
Ending a Turn . . . . . . . . . . . . . . . .28 Castles and Sieges Other Factors . . . . . . . . . . . . .29
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . .86 Returns After Warranty . . . . . . . . . . . . .88
. . . . . . . . . . . . . . . . . . .30
Soldiers (Units) . . . . . . . . . . . . . . . .54 Strategic Units . . . . . . . . . . . . . . . .57
Population Loyalty and Revolts . . .30 Religion . . . . . . . . . . . . . . . . . . . . .32
. . . . . . . . . . . . . . . . . . . . . .7 . . . . . . . . . . . . . . . . .8 . . . . . . . . . . . . . . . . . . .8
New Game Menu Full Campaign
Buildings . . . . . . . . . . . . . . . . . . . . . . . . .59 Castles . . . . . . . . . . . . . . . . . . . . . .59 . . . . . . . . . . . . . . .60
Ronin . . . . . . . . . . . . . . . . . . . . . . .32 Weather and the Seasons . . . . . . . .33 Battle Mode . . . . . . . . . . . . . . . . . . . . . . .33 Tutorial - A Guided tour of Battle Mode . . . . . . . . . . . . . . . . . .33 The Battle View Cursor Help . . . . . . . . . . . . . . . . .34 . . . . . . . . . . . . . . . . . .35
Objectives of the Full Campaign Game . . . . . . . . . . . . . . .9 The Flow of the Game . . . . . . . . . . .9 Creating a Full Campaign Game . .12 Full Campaign Mode - The Strategic Map 13 The Means of Expansion . . . . . . . . . .13
Other Buildings
Buildings and Upgrades not . . . . . . . dependent upon Castles . . . . . . . .68 In Game Menu . . . . . . . . . . . . . . . . . . . .69
Options . . . . . . . . . . . . . . . . . . . . . . . . . .69 Accessing In-Game options: . . . . . .69 Video Options Audio Options . . . . . . . . . . . . . . . .70 . . . . . . . . . . . . . . . .70
Surveying the Domain . . . . . . . . . .35 Knowing your Army . . . . . . . . . . . . . .36 The Unit Flag . . . . . . . . . . . . . . . . .36 Selecting and Moving Units . . . . . .38 Grouping Units . . . . . . . . . . . . . . . .39 Commanding Your Army . . . . . . . . . .40 The Icon Menu Bar . . . . . . . . . . . . .40 Drop Down Menu . . . . . . . . . . . . .41 . .43
Koku . . . . . . . . . . . . . . . . . . . . . . . .13 Technology and Progress Buildings . . . . . . .15
. . . . . . . . . . . . . . . . . . . .18
Performance Options . . . . . . . . . . .71 Control Options Game Options . . . . . . . . . . . . . . .71 . . . . . . . . . . . . . . . .71
Soldiers (Units) . . . . . . . . . . . . . . . .18 Events . . . . . . . . . . . . . . . . . . . . . .19 . . . . . . . . . .19 . . . . . .20
The Strategy Map Screen
Saving and Loading . . . . . . . . . . . . . . . .72 Load Game . . . . . . . . . . . . . . . . . . .72 Save Game . . . . . . . . . . . . . . . . . . .72 Multiplayer . . . . . . . . . . . . . . . . . . . . . . .73 The Multiplayer Main Menu . . . . . . . .73 Play On EA Play . . . . . . . . . . . . . . . .74
Navigating the Map Screen
The Icon Menu Bar . . . . . . . . . . . . .20 The Info Parchment . . . . . . . . . . . .21 Building your Clan Training Units . . . . . . . . . . . . . . .23 . . . . . . . . . . . . . . . .23
Battle Mode Keyboard Shortcuts Battle Formations
. . . . . . . . . . . . . . . .44
Quick Guide to Unit Formations . .45 Quick Guide to Group Formations 46 Melee Mode . . . . . . . . . . . . . . . . . .47
Constructing Buildings . . . . . . . . . .25 View The Throne Room . . . . . . . .26
Logon Information . . . . . . . . . . . . .74 Logged On To EA Play . . . . . . . . . . . .74
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INTRODUCTION
In Shogun - Total WarTM you are plunged, headlong, into the world of the 16th century Japanese warlord. The game is set during the Sengoku Jidai period. The literal translation is `The Age of the Country at War' and, as you will learn, it certainly earned that name. You take the place of one of seven warlords, or `Daimyo' and must manoeuvre, bargain, manage and battle your way to take your predestined place as Shogun, `the commander-in-chief for the suppression of barbarians'. However, your path to divine glory will not be a smooth one. With 6 cunning rivals, all tutored in the noble arts of the Samurai and the strategies and techniques of Sun Tzu's `The Art of War', you would be well advised to use all your wits and wiles if you are to reign triumphant. · If you feel ignorant or hungry for knowledge, you would do well to consult the `Way of the Daimyo' manual. It will give you an invaluable overview of this fascinating and brutal period of history. To access the manual: Click Start on the Windows Taskbar, then select Programs >Total War>Shogun - Total War>The Way of the Daimyo. Note: Internet Explorer 4 or higher must be installed to view `The Way of the Daimyo' manual.
Campaign Mode The Main Game or Campaign mode is divided into two main game sections. Turn-based Strategy In addition to taking the role of commander-in-chief of your armies, you must also manage the wealth of your lands, construct defences and dojos, train your men and balance alliances with rival Daimyo while you wait for the right time to strike. Use Ninja, Shinobi and other strategic units to gain every advantage you can and so take control of Japan region by region. · See The Strategy Map Screen section on p.19, for instruction on this component of the game. Real time epic battles When two armies clash on the Strategy map, you will experience war, as it occurred in the 16th century. It is bloody, but it is also glorious, with a strict code of honour that must be adhered to if you are to overcome your enemies. As your men gain experience, their honour increases, and this reaps great rewards for you as Daimyo. Their desire to follow your orders and their willingness to fight and die at your command will make the difference between creating a powerful clan of long-standing strength and a quickly forgotten and disparate group of lawless and leaderless ronin. With an intuitive yet richly diverse interface you can command thousands of soldiers in one battle! Warfare has never been experienced on a grander or more epic scale. · For instruction on real-time battles, see Battle Mode on p.33. · To play a single, user definable, battle, see the Custom Battle section on p.53
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Other Game Types In addition to the fully interactive Full Campaign mode described above, there are a multitude of other gameplay options to suit everyone from the casual gamer to the die-hard `Net Warrior. HISTORICAL BATTLE MODE Recreate some of Feudal Japan's greatest battles. The simulations have been constructed using the expertise of some of the period's leading historical authorities. See the Historical Battles section on p.51 for details of the battles. MULTIPLAYER MODE Take on all comers over EA.NET, get involved in a world ranking tournament, create private chat rooms to chat and fight with your friends around the world. Or simply set up a LAN game in the office or at home. See the Multiplayer section on p.73 for further details. CUSTOM BATTLE - Engage in a fully-customisable single battle. The World of Shogun - Total WarTM will live on · Online events planned. · More Historical battles to download. · Patches and updates ensure that the game evolves with you, the player. For more info on this and more and the latest updates on Shogun, visit www.totalwar.com · For more info about other titles, check out EA Play on the web at http://www.ea.com.
INSTALLING THE GAME
See the enclosed Reference Card.
SETTING UP THE GAME
MAIN MENU
NEW GAME LOAD GAME
Begin a new game. Load a previously saved game. See Saving and Loading on p.72 Search for Shogun servers or create a Multiplayer game (See Multiplayer section on p.73) Familiarise yourself with Shogun Total War's battle interface Adjust Audio, Video, Gameplay, Control setups and Performance (See Options on p.69) Quit Shogun Total War and exit to Windows
MULTIPLAYER
TUTORIAL
OPTIONS
QUIT
· To proceed, click on the desired option. Note: Default options are listed in bold.
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NEW GAME MENU
Choose from three modes of play: FULL CAMPAIGN - Select a clan and conquer the whole of Japan to become supreme ruler of Japan, the Shogun. CUSTOM BATTLE - Engage in a fully-customisable single battle. HISTORICAL BATTLES - Take part in some of Medieval Japan's greatest battles. · Highlight and click the game mode of your choice. Returning to the Main Menu To return to the Main menu at any time, click the Folded over page at the bottom of a menu screen.
Objectives of the Full Campaign Game The 16th Century was a period when rival Clans of samurai led by their Daimyo (Warlords) fought for supremacy across the length of Japan. The greatest of these Daimyo aspired to become Shogun, the supreme military leader of the country. Like them, you must build up a strong army and the associated support structures necessary to support a warring clan. Then, through negotiation with rival Daimyo, and the early European settlers, combined with wise patriarchal management of your units (both battle and strategic), you may well chart a path for your clan and take your place, at their head, as Shogun. Winning the Game in Campaign Mode The game ends when you and your clan have united Japan beneath the might of your Samurai armies or you die leaving no heir to take on the mantle of Daimyo. The Flow of the Game Below is a short description of the various stages of each turn in the game. If you are familiar with PC gaming, this section provides a broad overview of the game flow. Other players can use it as a brief introduction before the game interfaces and battle strategies are discussed in detail, later in the Strategy Map and the Battle Mode sections of the manual (p.19 and p.33). Prepare for War! As a Daimyo of one of the clans you control a number of provinces at the start of the game. Each province provides a variable amount of income in the form of koku (one man's yearly rice ration). As this income is generated and gathered from your provinces, you can spend it on the training and maintenance of your armies and other special units as well as upgrading your buildings, fortifications or expanding economic production. · Always build a castle in your most important provinces. Without the most basic fortification, you cannot train soldiers, nor hold out in a siege. · A rival Daimyo can immediately claim a province that doesn't have any troops stationed in it.
Note: Any changes you have made to video, game, audio and other options are retained for the game you are about to play.
FULL CAMPAIGN
Select one of seven clans and fight a campaign that may extend over 80 years or more. This mode of play combines a strategic element with a real time battle element to create a truly immersive gameplay environment. But, be mindful, it may take many generations, encompassing years of struggle and sacrifice, to conquer the whole of Japan and become Shogun! · To begin immediately, see Creating A Full Campaign Game on p. 12. · For an overview of Full Campaign, it is recommended that you refer to The Flow of the Game section, below. Tip: If you want to play a quick game, refer to the Custom Battle section on p.53
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Lead your army into battle Once you have trained armies and given them each a general, you can command them into battle by moving the specific army piece into an enemy's province. This move of aggression will provoke one of three results: · The enemy army stands firm and readies itself for battle. The two armies clash on the Strategy Map and a real-time battle is fought, if you wish. See Battle Mode on p.33 for details.
Toast your Victory or lick your wounds When a battle is resolved on the battlefield, the surviving armies return to the Strategy Map and the winner of the battle controls the disputed province (though, if the defending army retreats to a castle, you must take the castle before you fully control the province). In this way, you must expand your domains to reign over all Japan. However, it would be a foolish man who did not remember that all rival Daimyo are equally ruthless, ambitious and driven by a belief in their own destiny. You can be assured that, each one, in his own way, will be trying to wrest your territories from you. Each turn consists of the following sequence of events 1. Select Training and Building options and view information. 2. Move army and strategic unit pieces (See The Strategy Map Screen section pp.19 22). 3. Click `END TURN' button (See The Map View on p.19). 4. View and decide events (enemy unit movements, battles, etc.). Then resolve any battles automatically or in real-time. 5. Review of the Harvest (each Winter i.e. once every four turns).
Note: You are given the option of letting the game automatically calculate the result. However, a human general is invariably a far wiser general than his Artificial Intelligence stand-in. · The enemy Daimyo decides it is prudent to withdraw. He draws his forces back to a castle, thus forcing you into a siege situation (see Castles and Sieges section on p.29). If he has no castle, he may retreat to a neighbouring province (if it is part of his territory), so saving himself from an inglorious defeat. Note: As Sun Tzu makes clear, to withdraw does not mean your enemy is beaten. Almost invariably, he will be back, and in greater numbers. · There is no enemy army. If there are no enemy troops defending the province or garrisoned in the castle, you can take the province unopposed. Note: After you have conquered a province, you will need to station troops there to cement your authority as a firm and powerful ruler (see Population Loyalty and Revolts section on p.30).
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Creating a Full Campaign Game 1. Click NEW GAME. The NEW GAME MENU appears. 2. Now, click FULL CAMPAIGN. 3. The Difficulty Level pop-up appears. Click on your favoured level of difficulty. 4. The Clan Selection screen appears.
Click a Clan symbol on either banner to view clan details
FULL CAMPAIGN MODE - THE STRATEGIC MAP
Here, in front of the Strategy map, you can view the entire Japanese nation and plan your conquest at your leisure. It is central to Full Campaign mode and is where you issue orders, commission the construction of buildings, order the training of your warriors and direct your units to mobilise for battle or missions. This is your war room and your meeting room, where you must manage your economy and organise your dealings with rival Daimyo through diplomacy, or espionage and assassination. To understand the nature of your undertaking, you must first familiarise yourself with the resources at your disposal as well as the concepts of creating a mighty clan. · The onscreen prompts alert you to any important events that must take place in your Throne Room see View the Throne Room section on p.26 for further information.
Extent of Clan Shimazu's province
Clan Shimazu (Green) - Selected
Clan Takeda (Black)
Clan Mori (Red)
Clan Hojo (Purple)
Clan Oda (Mustard)
Clan Uesugi (Navy Blue)
Clan Imagawa (Turquoise)
Rebels and Ronin (Not selectable)
THE MEANS OF EXPANSION
Koku
Scroll Bar Click, Click to select a hold and drag to clan and begin a view clan Full Campaign game description
Clan Description
5. Now, click on a Clan symbol on the banners to view the forces at your disposal, a short background description of the clan and the provinces of Japan currently in their power. When you have chosen, click START GAME. 6. The Strategy Map appears (See following page). Note: Each Clan has it's own history, strengths, weaknesses and strategies as well as a set number of units at the start of the game. When you play as a particular clan, you should try and take advantage of their respective strengths - so read the Clan Descriptions carefully.
The standard unit of currency in 16th Century Japan. Literally, the amount of rice needed to feed one man for one year. It is the measure of the value of all commodities and is the single most important resource in Feudal Japan. Each province provides an income (paid each Winter) to the Daimyo controlling it. Clearly then, areas with a high koku yield are more desirable territories than those with a low koku yield. Without an income of koku, a Daimyo is powerless to train men, construct buildings or maintain his clan forces so the need to control land and the bounty it brings forth is immediately apparent.
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Important Koku factors · Harvests vary from year to year and are gathered in each Winter. A good year can be +50% up on a normal yield, while a bad year can drop as low as 50%. Additionally, natural disasters can completely destroy a year's harvest in a province. · Each Farmland upgrade can increase base koku yield significantly. · Increase income through trading. To trade, you must build Ports. · Increasing the tax rate will increase your income but be aware as it will also reduce the loyalty of your subjects. · Building Mines can also create additional koku. · Troops (Units) cost a certain amount of koku to maintain each year after they are trained. Tip: In the Building Panel, you can upgrade farmland to improve potential koku yields. Additional ways of increasing koku yield are through the building of mines in mineral rich areas and the encouragement of trade. Protect Your Koku Yields The areas with the highest koku yield, either from agriculture, mines or trade are your greatest asset they should be protected at all costs. · A castle allows you to hold out in a siege. The larger the fortification, the more units you can garrison there and the longer they can hold out. Note: If a province is disputed, neither clan derives any income until the siege has been resolved. Other sources of Koku Always check on a province's other natural attributes. If you can build a mine in a province, this makes it very valuable. Equally, a province with coastal access is suited to trading.
Technology and Progress In all civilisations, innovation is tied inextricably to progress. So it goes in Shogun Total War. You should take note that you cannot run before you can walk. In the same way, you cannot build a mighty Citadel without first constructing lesser defences. The linear nature of your construction options is illustrated on the enclosed Technology Tree for clarity's sake. But simply, be aware that as your wealth, honour and experience increase, so the options available to you will also increase and become attainable. · Before you can train units in a province, you must first construct a castle and the respective training facility. · Building options vary from province to province. These options are dependent upon the province's geographical location (i.e. a Port) or upon the presence of valuable mineral deposits. Shogun Total War's technology tree is intuitive so you can pick it up as you play. However, since good generals leave nothing to chance, here are a few important points to consider: Basic Tips for holding your territory Defend your territory - Always keep a group of units in each province bordering an enemy province otherwise aggressive forces may take the territory unopposed. Population Loyalty - Keep an eye on the loyalty of your subjects or they may revolt. To do this, right-click a province to bring up the province Info Parchment (See Info Parchment section on p.21) Less than 100% indicates that you may have problems with the population in this province. · See Population Loyalty and Revolts section on p.30 for more information.
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Scouting - You would be well advised to scout out enemy provinces to see which ones are most bountiful. If you are successful in your expansionary aggression not only do you benefit from the extra koku yield that province provides, but your enemy is all the weaker for the loss of income. Spying - Any strategic unit can be used to spy in an enemy province, while watchtowers act as spies into neighbouring provinces. Note: The longer the Shinobi stays in the province the more information he will gather. The Cost of War - When a province falls to an enemy Daimyo, the level of the castle, and some of the building upgrades that depended on that level are downgraded by one level (or destroyed if they are at a basic level). You should always attempt to keep your most important buildings well protected and away from the heat of battle.
Terrain advantages The terrain varies in each province and, as a result, imparts different advantages to the wise leader. Mountainous provinces are much easier to defend, but their farmland is not generally as bountiful. Provinces with rivers have a triple advantage; they are easier to defend, don't suffer any penalties in their income and also encourage trade. Provinces with a coastline offer the added advantages of increased trade opportunities and moving units by ship. Tip: Ports enable you to move your armies to any other province under your control, which also has a Port. This is essential as your empire grows, enabling you to quickly move your armies to the front lines. Strategic Units Neglect them at your peril Though comparatively costly, strategic units should not be overlooked as an important method for strengthening your position amongst the Daimyo hierarchy. Remember, there may be occasions where negotiation and subterfuge can guide you along a far preferable path than direct confrontation and bloody warfare. · Any strategic unit can be used to spy and provide basic details. Simply drag them into the province you require information from. · Emissaries Enable you to propose alliances to other Daimyo.
Regional Specialisation - Different provinces are renowned for their specialisation in training different types of units, for example Iga is famous for the skills of its Ninja. Investigating the strengths and weaknesses of a province before deciding whether to build there is always advised. · You can get an indication of the specialisation of each province by looking at the illustrations on the Strategy Map or by checking the province's Right-click Info Parchment (See Info Parchment on p.21).
· Shinobi - Spy on enemy provinces, incite revolts and counter spy. · Ninja Assassinate your enemies and their worthies. · Priest A Catholic emissary. Especially useful in dealing with Christian Daimyo. · Legendary Geisha The most effective assassin in the game. To send any Strategic unit to perform a task, drag them onto an enemy unit or castle. A pop-up appears giving you various options. Note: Strategic Units only become available once you have constructed the requisite buildings. See the enclosed Technology Tree and the Strategic Units section on p.57 for full details.
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Manage Your Koku Wisely Keep an eye on your income taxes only come in once a year and it's easy to run out of money between buildings, upgrades and training units. Buildings To become Shogun, you must build a mighty army but, without places for unseasoned young men to be tutored in the noble arts of samurai warfare, you cannot prepare for the long battles ahead. A wise Daimyo will carefully consider where he constructs his buildings and trains his forces to ensure his territories remain the property of his clan. Of course, koku reserves must be available to cover any work ordered or the buildings cannot be built. · See the Constructing Buildings section on p. 25 for building instructions. · You can review your income and your costs by looking at the Economic Info Parchment (see The Info Parchment section on p.21). Note: For a full list of Building types available in Shogun - Total War, see the separate Technology Tree. Soldiers (Units) To create a mighty army you must first recruit and train your warriors in the arts of Bushido in your dojo (training centres). As explained in the Technology Tree, you must first possess a Castle and a specialist building. Once you've met these criteria, unit training options become available to you. · Be mindful. Your store of koku is not endless and the neighbouring Daimyo may have a far mightier army than your own. Attack only when you are confident of victory or your reign will be brought to a swift and final conclusion! Note: To view all unit options, see the Unit Types section on p.54.
Events Events of note take place in the Daimyo's Throne Room at the end of each turn in the Map Screen. You sit before your Map, waited on by your trusty advisor and a geisha while you receive visitors from Japan and beyond. Some may come with the best of intentions whilst others may be bent upon coercion and even out-and-out aggression. You must make the choices that will mould the future of you and your peoples. · See the View the Throne Room section on p.26 for more information.
THE STRATEGY MAP SCREEN
Your view of the war map of Japan.
Mini-map Click to move the main Map view Banner Army Size Indicator A ' bar graph' style indicator of the number of units. To get an exact breakdown of an enemy army you must spy on the province in some way The Review Panel Displays general information on the selected item, province or castle. Rightclick the relevant item for details.
Strategic Unit A selected unit has a grey highlight round its base. Daimyo's Garrison Click here to view current units contained within. Selected Province. Icon Menu Bar
Display Info Parchment Click to get detailed summaries about your alliances, military status, economy, subterfuge and heirs. View the Throne Room
Koku stores (Total cash) Click to open the `Set Tax Rate' pop-up Season and Date
Train Units
Construct Buildings
Click to move to the next season (1 turn)
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Navigating the Map Screen Use the following key commands to navigate the Map screen. · For a full list, consult the enclosed key command card. General Scroll around Map New Season Skip the scenic tour Return to the Map Screen from the Throne Room Go to In Game Menu
Arrow keys or Mouse Scrolling ENTER or click the END TURN button SPACEBAR Click the Map
VIEW THE THRONE ROOM Seek words of wisdom from your advisor and meet with dignitaries see the View The Throne Room section on p.26. TRAIN UNITS Build an army that will bring honour to your clan. See Training Units section on p.23. CONSTRUCT BUILDINGS The building blocks from which military might springs. See Constructing Buildings section on p.25 The Info Parchment In the early stages of your tenure as Daimyo, you will be hungry for knowledge of the lands of your forefathers. The Right-click Info Parchments provide information on unit types, buildings and provinces while the Info Parchment toggle provides details on your current alliances, military, economy, your subterfuge operation and your heirs. · Right-click and hold on any item or province on the map to view information. · Click the Info Parchment toggle ON/OFF to view or hide all alliances, military, economy, subterfuge and heirs information.
ESC
Note: The scenic tour allows you to view all troop movements taking place in provinces you can currently see. Other events of note appear in pop-up boxes or take place in your Throne Room. Building Show buildings in a province Troops Show units available in a Castle View units under a general View Info Parchment on provinces, castles, pieces, buildings or units The Icon Menu Bar The Icon Menu Bar on the Map screen is the control panel for your campaigns. Make the decisions that will speed you to victory or defeat. Here is a brief description of the Options available to you. DISPLAY INFO PARCHMENT Shogun Total War's in-depth info. Click to display information on alliances, military, economy, subterfuge and heirs. Once selected, click one of the icons at the bottom of the parchment to view other pages.
Click on a Castle Click on an army piece Click on a province
Right-click
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The Alliances Parchment Proposing Alliances You can propose Alliances to other Daimyo by dragging an emissary piece onto another Daimyo (in the field he is identified by a Mounted Samurai piece, though he may be resting in a castle, too). Both clans vow not to raise arms against each other or their lands and the good will between them ensures a temporary peace.
Click to Close Parchment Click to view Economy Info Click to view list of your armies Click to view Spies and Ninja info (Subterfuge)
Tool Tips Hold the mouse over any item to get a tool tip description; if you wait longer you get more detailed information.
BUILDING YOUR CLAN
The following section deals with the foundation and expansion of your clan from humble beginnings to historical significance. Training Units 1. First, click on a province containing a castle and training facilities (buildings). Any buildings already constructed are displayed in the Review Panel.
Current Alliances
Click to view Heirs Info
2. Now, click the TRAIN UNITS toggle and your current unit training options appear in the Unit Training pop-up.
Close Parchment or click the TRAIN UNITS toggle. Province where training takes place Click on the unit you wish to train Unit Type See Unit Types section on p.54 for more details Unit Profile Training Queue to remove the unit from the queue, rightclick on the unit icon
To ensure that you are aware of all current alliances, you should consult the Alliances Parchment. For Samurai, the breaking of an alliance, under most circumstances, is against all honourable virtues. If you do break an alliance, your Daimyo's honour will suffer as a result. · Click the Info Parchment toggle to bring up the Alliances Parchment. There are a series of icons on the Parchment to access information on Armies, Economy, Spies, Ninja and their missions and Heirs.
3. Click on the unit type you wish to train, taking note of how much each unit costs. Continue adding units to the queue (up to a maximum of six units).
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4. To close the pop-up, click the TRAIN UNITS toggle or the close parchment (X) button. 5. Once trained, the units remain in the garrison awaiting your command. · To break up a large army into two or more smaller armies, select an army then click and drag one or more of the units onto the map. · To merge armies or move units between garrisons and armies, see Organising and Directing Units on p.26 Note: When your Daimyo is a general of an army the army's piece (icon) is a mounted horseman. This is equally useful when you engage with enemy armies, since you can see, at a glance, whether a rival Daimyo is leading the opposing army. Job Queuing If you are particularly wealthy, you may wish to queue certain jobs. Both building and training jobs can be queued in the Queue bar in the Building Production and Unit Training pop-ups. Note: If you queue up a building or training command and run out of money before the building or training has commenced then the order will stay in the queue until you have enough koku to complete it. The entire cost of a building (or of training a unit) is deducted in the first season when building or training commences. Cancelling an order You can cancel any building or training order at any time during a turn. However, if you click the END TURN icon, you cannot then cancel an order that has already been started in the previous turn. 1. Click on TRAIN UNITS or CONSTRUCT BUILDINGS toggle. 2. Now, right-click on the unit icon you wish to cancel in the respective job queue. The icon disappears from the job queue and the order is cancelled. Note: Like units, the cost of building a structure is deducted from your reserves when you click the END TURN icon.
Constructing Buildings Building Structures 1. Click on the province where you want to construct a building. 2. Click on the `CONSTRUCT BUILDINGS' toggle. The Building Production pop-up appears. Click the building you wish to add to the Production queue. Note: Highlight a building with the cursor and an Info Parchment describes the building type. 3. Now you may either click on another building (see Job Queuing), another region or click again on the 'CONSTRUCT BUILDINGS' toggle to close the Building Production pop-up. Note: The building is not constructed overnight but takes a number of seasons, the exact number is defined in the Building Profile Info parchment. This is viewed from the Review Panel when the BUILDING PRODUCTION pop up is active. Once the building is constructed, it appears in the Review Panel when you click the province where you ordered it built. The only exception to this are Castles, which are displayed on the map itself. · To cancel a building, either right-click the building or drag and drop its icon outside of the production queue. It disappears from the production queue. Once construction of a building has started, you cannot cancel it. · To change the order of any unit or building in the production queue, click and drag the building icon to a new position in the queue. · The grey shading on the icon of the building being built indicates progress. The less grey there is, the nearer the building is to completion.
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View The Throne Room The Throne Room is where you automatically go each time an emissary or other visitor is granted an audience by you.
Drag and Drop Units from an Army or Castle You can select units from the Review Panel when either a castle or army is selected. · Click on the unit/s in the Review Panel. Then drag the selected unit/s directly into the province or onto another army or castle in the same province.
Click to receive a pearl of oriental wisdom from your trusty advisor
Move mouse over map to see the names of each province. Click map to return to Map Screen
· Dragging units into a castle garrisons the castle. Note: To de-select a unit from the group, click the unit again. Merge Units Create a large army from two or more smaller armies.
· To cut short a visitor's speech and go straight to making a decision, press SPACEBAR.
· Drag one army piece and drop it on another army piece and the two units are merged. · The maximum number of units your can merge together is 16 units. Note: The units must have occupied the same province for one turn before they can merge. Merge Two Units of the same type If two or more units have suffered great losses, you can merge the units together. However, they won't merge, if they exceed the maximum unit size (See Performance Options on p.71). · To merge units, click the unit on the Review Panel and drag it onto the unit you are merging it with. Invading an Enemy Province Once you feel that the time is right for an attack on an enemy Daimyo's territory, you should do the following. 1. Click and drag your troops into the province you wish to conquer. An event pop-up appears, allowing you to confirm whether you wish to wage war against this Daimyo. Note: No pop-up is shown if you are already at war. 2. Then, if you have completed all your actions this season, click the END TURN icon.
MOBILISING YOUR ARMIES
When the time is right, you should begin your campaign of Total Warfare. Mobilising your armies takes the battle to other Daimyo's territory and could leave your own provinces relatively peaceful for now, at least. Organising and Directing Units Crucial to your aim of becoming Shogun is the organisation and mobilisation of your trained units. Promoting a general allows the honoured individual to head up a mobile unit of your trusted soldiers. This is the only way units can leave a garrison in the province where they were trained to assist you in the conquest of all Japan. Tip: Split up large armies into smaller armies to expand into empty territory more rapidly. The General Unit When you create an army, the general is contained within the first unit chosen to create that army. To find which unit he is in, click the army piece. Now, look at the Review Panel. The unit with a star is the unit containing your general.
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3. Once you have been notified of any events of note, you proceed to Battle Mode to fight it out in real-time. · Taking your Daimyo into battle will inspire units to fight with more intensity, but there is a risk that he can be killed. If your Daimyo is killed and has no heirs, then your Clan will be without a leader and will break down the game is over. Ending a Turn Whilst it may seem sensible to speed the passage of time to build up your treasury's koku reserves, this is not the path of a wise man. You should manage each of your provinces and ensure that, each turn, you do all you can to speed yourself along the path to total domination. · When you are finished with your decision-making, click the END TURN icon. Note: Once you have clicked END TURN, any orders you made cannot be cancelled. The Scenic Tour The Scenic tour enables you to view the troop movements in adjacent enemy provinces in the previous turn. It is very useful for gauging the military climate and intent as well as highlighting the course of other Daimyo's respective fortunes. · To skip scenic tour hit the SPACEBAR.
Castles and Sieges If you successfully invade a province with a castle garrisoning troops then the defenders can hold out inside the fortifications and prepare themselves for a siege. The attacker and defender have a number of options. As Attacker Siege: Don't attack the castle. Each turn that the defenders stay besieged in the castle they will lose a number of men to famine and disease. Storm the castle: Attack the castle and fight on the Castle battlefield. Move your units onto the castle to activate this function. As Defender Siege: The defender can attempt to hold out against the attacking army. Note: It is not possible to build or train while under siege and neither side gets any income from the province while it is in turmoil. Break Siege: The defender can choose to charge out of the castle and attack the attackers in a field battle trying to drive them from the province. Move your armies from your Castle onto the province to break the siege. Note: If a defender loses a castle battle they will suffer 100% casualties, as there is no route of escape or retreat. However, the defender may bring in additional troops from neighbouring provinces to help break the siege.
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OTHER FACTORS
Population Loyalty and Revolts In Feudal Japan, though the overlord wielded absolute power, without the support of the people, his tenure could be abruptly ended by other upstart samurai. In general, the people were loyal where they experienced strong, yet fair, rulers. There are many occasions of peasants' revolts throughout the period, and, for the most part, these revolts occurred because a Daimyo showed weakness or incredible cruelty. "One who does not gain the masses will not be victorious" - Sun Pin (Sun Tzu's grandson) When you view the Info Parchment for each province you will notice a statistic for Population Loyalty, represented as a percentage. This number represents how content the peasants are with the Daimyo who controls that province. · If the Peasant Loyalty is below 100% then there is a chance that there will be a revolt in the province.
Garrisons: If you have an army in a province it will help to settle the subjects. You should ensure that you have particularly large garrisons in recently conquered areas. A weak Daimyo is one that the populace will have no respect for. Shinobi: Shinobi can stir trouble in an enemy province by encouraging revolt. In addition, they can provide counter intelligence services in their own province, which can decrease the chance of revolt. Daimyo's remoteness: The distance from the province to the Daimyo affects how loyal a population feel. Typhoons & Earthquakes: Though acts of God, your populace don't tend to respond well to natural disasters. Land Improvements: The upheaval necessary to change for the better will, of course, negatively affect loyalty in the short term. Border Towers and Border Forts: No one likes to feel they're being spied on. Religious unrest: When your Daimyo's religion doesn't match his people's religion, there may be trouble. Revolt Types: Peasant Revolt: The revolutionary army will be primarily made up of Ashigaru rabble. Loyalist Revolt: This is a revolt where the province is still loyal to the previous Daimyo. As a result, the revolutionary army will be a samurai army. Buddhist Revolt: This is possibly the most dangerous revolt of all, as the revolutionary army is made of fanatical warrior monks. With their mobile temples and their innate religious gravitas, Warrior monks may make your Buddhist warriors falter in battle. Christian Revolt: The revolutionary army will be a Christian Samurai army. Note: Revolts also influence the neighbouring provinces, and if a revolt starts in one province it can soon spread to other provinces.
Population Loyalty is affected by numerous factors: Tax Rate: You can set the tax rate at any time. Click on the `Koku' counter on the information panel to open the `Set Tax Rate' pop-up. High tax rates may bring in more koku but your population loyalty may suffer as a result. Harvest: A good harvest will make your subjects content, a bad harvest will make them unhappy. Loyalty to a former Daimyo: The subjects are loyal to the Daimyo they are familiar with. If you take over a province then the peasants will be unsettled and prone to revolt. It can take up to 5 years until their loyalty is completely transferred to a new Daimyo.
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Religion There are a number of factors that can influence the chances of religious revolts (Christian or Buddhist).
Weather and the Seasons You should certainly take note of the potential weather conditions when planning your battles in the Map Screen. If you choose to attack in winter you will have much less time to resolve the battle once you enter Battle mode, since your armies will only fight effectively during daylight hours. In addition, wet weather tires troops more quickly since their armour is strung together with absorbent cord and the quilting padding also absorbs water making the suit very heavy. Equally, snow affects the troops resolve and obscures their vision over long distances. Accordingly, many units are affected to differing degrees and in different ways by inclement weather: · The arquebus and musket will not work in wet weather, except light rain. · Bows become less effective in wet weather as the strings get damp. · Both accuracy and range of bows is reduced in high wind.
Churches & Temples: A province containing a Church or Temple is a devout one and many of its subjects will have a fervent belief in the chosen religion - fervent enough to fight a Daimyo ignoble enough to encroach on their holy land. Christian Emissaries or Warrior Monks: Christian Emissaries are unsurpassed in negotiation with Christian Daimyo while Warrior Monks will fight against their enemies with a fervour that has to be seen to be believed. Changing Religion: If you renounce Buddhism to embrace Christianity (in order to trade for guns with westerners) then your Buddhist followers may very well turn against you. Ronin If a Daimyo dies and has no heirs then all the provinces which were under his control will break up into independent, lawless provinces controlled by independent armies of masterless samurai (ronin). They may have no master but their resolve to defend is, nonetheless, strong.
BATTLE MODE
If you want to tighten the straps of your helmet and lead your army straight into a pre-definable battle against the CPU, choose HISTORICAL BATTLES or CUSTOM BATTLE. · To take on another human opponent, see the Multiplayer section on p.73. · You also enter Battle mode to resolve battles in a FULL CAMPAIGN game, should you choose. Tutorial - A Guided tour of Battle Mode Below, you can find all you need to know when you command your armies in Battle Mode. · If you require a walkthrough of battle mode, choose the TUTORIAL option in the Main menu. Note: Battle Mode is accessible as part of the Full Campaign, Historical Battles, Custom battles and Multiplayer.
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THE BATTLE VIEW
This is the view you will see just before battle commences.
The Icon Menu Bar - See Commanding Your Army section on p.40 Group Formations Control Panel Click to create group formations
Cursor Help When you point the cursor at icons and units, you get a quick description alongside the cursor. Red text Enemy information White text Your units' information. · This text gives you a good idea of how individual units are fairing in battle so don't neglect it. Range indicator cursor · If the arrow is green, this indicates that the enemy units are within range of your missile-firing units. Red indicates the units are currently out of range.
Selected Unit (Standard bobs when selected and the Unit flag is depressed and highlighted white)
Map View including position of your units, enemy units and position and extent of your view Speed Slider (Left = Normal speed. Drag right to speed up) Army Formation icon Right-click to create a full formation with your whole army Unit Flags (Includes standard/general's standard symbol, unit type and number of troops)
Time Limit For the attacker, there is a time limit in battles (Appears here once the battle begins)
· If the arrow is crossed through, the currently selected unit is out of ammunition, or can't fire due to wet weather. Surveying the Domain Use the Arrow keys or the mouse-scroll to move around the map.
Click and drag to enlarge Map View
Kill Meter When battle commences, more than 50% green indicates that your army has the upper hand. More than 50% red indicates that the enemy are currently triumphing
Changing your Viewpoint · Right-click on the terrain to centralise focus on that point. · Your viewpoint is indicated on the Map View by the white quarter circle Note: If `mouselook' is selected in the control options (see Control Options on p. 71) then you can hold down the right mouse button for `mouselook'. Line of Sight In order to create more realistic battlefield scenarios, you can only see as far as your units' line of sight allows. · Before battle commences, the pale circle on the Map View shows the extent of your unit's view of the terrain. Using units to scout and extend your view over the terrain should not be overlooked as an effective strategy. Note: To switch `Line of Sight' off, go to Game Options, Realism Settings and deselect RESTRICT CAMERA.
· To command your units using the Icon Menu Bar, first select the unit/s you wish to command, then click on the relevant icon. · For a full explanation of command terminology, see the Commanding your Army section on p.40
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Mouse-defined Camera Positioning Note: Only accessible when mouselook is switched off. See Control Options p.71.
Flat side represents the new view Point of the triangle represents the new camera position Unit Energy More counters = More energy Generals Standard March Quick March(Run)
Standard
Unit Honour
Right click, hold and drag to radically alter you viewpoint. The start point of your click and drag is where the camera will be positioned whilst the point where you release the button is the centre of the new view. Note: This is the principle camera option in software mode. When used, the camera jumps directly to the new view point. Zoom to your Battle units To move your viewpoint directly behind your gathered forces, double-click on one of the unit flags in the bottom left of the screen.
Projectiles Remaining grey bar = no projectiles left
Unit Type
Number of warriors in unit Armour rating
Weapons upgrades
· A Grey Unit Flag indicates the unit is not currently selected. · If the units are on-screen, double-click on the unit itself. · A White Unit flag indicates that the unit/s are selected. · The unit containing your general is denoted on the battlefield by the same General's standard displayed on the Unit Flag. Action Indicator Here is the full list of action indicator icons that you will encounter in battle. Unit under fire
KNOWING YOUR ARMY
To be a great general, you must know your units. To know your units you must learn their ways. The next section will take you through every aspect of controlling your warriors in a battlefield scenario. The Unit Flag At the bottom of the screen are the unit flags. These display important information about the status of each of your units. Use this as a constantly updated status report to allow you to make the correct decisions for you and your clan.
Unit routing. If the Flag is blinking, the unit is wavering.
Unit firing
Hand to hand combat
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Selecting and Moving Units To move units, you must first select the unit. There are three methods you can use to select a unit. · Click on the unit you wish to select. · Click on the Unit flag of the troops you want to command. Take note that a selected toggle is depressed and highlighted white. · Double-click the unit flag to select a unit and move your viewpoint behind the unit. Note: The Standard of any units currently selected pulses. Once the unit/s are selected, click on the ground at the point you want them to move to. · If you want the selected units to run/charge, double-click. · Hold CTRL and click and drag. A ghost image of how your units will end up like will appear. · If the arrow on the move icon is red you are moving your troops to an area which is out of their line of sight. This may place them in danger. To Order an Attack · Click on the enemy units. The unit moves to attack the chosen enemy Unit. · Double-click to order your unit/s to charge. If your unit is a range unit (archer/arquebusiers), they move into range. Other units move in to engage the enemy hand-to-hand. Note: Ordering your units to charge or run increases their fatigue. To force range units into melee mode (Force Move for other units) · ALT + click. Viewing the `Ghost' destination of units · To see the `ghost' destination of your units, press the SPACEBAR and a `ghost' of the selected units final destination appears.
Deselecting Units Click another unit to deselect the previously selected unit. Deselect All Units ENTER deselects all units. Grouping Units Selecting Groups of units If you want to create a temporary group of units, hold down the CTRL button when you click the unit flags or the units themselves then press G to group them. · Alternatively, hold CTRL, then right-click and drag on the ground to drag a selection box around units. Finally, press G to group them. Creating Pre-defined Groups In the heat of battle, quick selection of pre-defined groups of units may mean the difference between glorious victory and ignoble defeat. · To assign units to a group press CTRL + SHIFT + `number'. That group is now assigned with the number you chose. Selecting Pre-defined Groups · To select a pre-defined group, press CTRL + `number'. All units within that group are now selected to do your willing. Deselecting a unit from a group of units · Select the individual unit and press G. Note: This function does not work with pre-defined groups.
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