Shogun - Total War - The Mongol Invasion - Manual - PC
Shogun - Total War - The Mongol Invasion - Manual - PC
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1
Basic Command Summary
See the separate Key Command Card
Contents
What’s New in this Edition of Shogun: Total War™ ................................................................................3
New Units ................................................................................................................................................3
New Buildings ..........................................................................................................................................4
The Map Editor ........................................................................................................................................ 5
Game Play Improvements ........................................................................................................................ 5
Introduction ..............................................................................................................................................6
Installing the Game .................................................................................................................................. 8
Setting Up the Game ................................................................................................................................8
Main Menu ................................................................................................................................................8
Play Game Menu ......................................................................................................................................8
Full Campaign ..........................................................................................................................................9
The Strategic Map ..................................................................................................................................12
The Means of Expansion ........................................................................................................................13
The Strategy Map Screen ......................................................................................................................17
Building your Clan ..................................................................................................................................20
Mobilising your Armies ..........................................................................................................................22
Other Factors ........................................................................................................................................24
Battle Mode ............................................................................................................................................26
The Battle View ......................................................................................................................................27
Knowing your Army ..............................................................................................................................29
Commanding Your Army ........................................................................................................................31
Battle Formations ..................................................................................................................................33
Preparing for Battle ................................................................................................................................35
Historical Battles ....................................................................................................................................38
Custom Battle ........................................................................................................................................39
Historical Campaigns ..............................................................................................................................40
Unit Types ..............................................................................................................................................40
Buildings ..................................................................................................................................................46
In Game Menu ........................................................................................................................................53
Options ..................................................................................................................................................53
Map Editor ..............................................................................................................................................55
Saving and Loading, Load Game ............................................................................................................55
Multiplayer ..............................................................................................................................................56
The Multiplayer Main Menu ....................................................................................................................56
Play On EA | Play ..................................................................................................................................57
Logged On To EA | Play ........................................................................................................................57
Chat Room Selection Screen ..................................................................................................................57
Creating A Chat Room ..........................................................................................................................59
Internet Games - Single Battle Setup ......................................................................................................60
Hosting a Multiplayer Game ..................................................................................................................61
The Multiplayer Lobby Screen ..............................................................................................................62
Multiplayer Army Selection ....................................................................................................................63
LAN Games ............................................................................................................................................64
Glossary of Terminology ........................................................................................................................65
Credits ....................................................................................................................................................67
2
What’s New In This Edition of
Shogun: Total War™
The Mongol Invasion
You can now lead Kublai Khan’s Mongol hordes as they invade (and possibly conquer) Japan, or
command the gallant samurai defenders under the leadership of the Hojo clan.
New Units
There are many new units in the game:
• Kensai – the highly skilled “sword saints” of Japanese history and legend. These
individuals can strike terror into the hearts of whole armies!
• Battlefield Ninja – small units of skilled “special forces” come to the battlefield,
where their abilities to move stealthily and hide almost anywhere make them
deadly and surprising opponents.
3
The new Mongol units are:
• Mongol Light Cavalry – the best light horse archers that the world has ever
seen.
• Korean Spearmen – solid, defensive troops recruited from the Mongols’ Chinese
territories.
New Buildings
Two new buildings are added in this edition of Shogun:
Total War™- The Mongol Invasion:
• The Battlefield Ninja Dojo allows you to train the new and deadly Battlefield
Ninja units.
4
The Map Editor
You can now create your own battlefields in Shogun: Total War™- The Mongol Invasion. See The Options
section for further details.
Gameplay Improvements
In addition to many incremental changes in the way the game works “behind the scenes”, you’ll notice
the following:
Sieges
This edition of the game features improved AI and attrition calculations for defenders in sieges. Sieges
now take longer and besieged troops behave in a more realistic fashion.
You can also now use Ninja during sieges; sending a Ninja into a castle that you are besieging gives you
a chance to get the gates opened from the inside!
Bribes
Emissaries can now offer bribes to enemy armies. However, be careful not to insult a general with a
paltry bribe, or your emissary will pay with his life!
Battlefield Weather
There are now more weather effects on the battlefield to take into account.
Improved Tooltips
Tooltips still appear when you move the cursor over an icon. Leaving the cursor over an icon for a
moment longer gives you extended information about the game function being controlled by that icon.
This extended tool help should make it easier when learning the details of how Shogun: Total War™-
The Mongol Invasion works.
5
Introduction
In Shogun: Total War™- The Mongol Invasion 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. You can now commence your control of a clan at three new starting points, adding a new
dimension in the struggle for overall control for Japan.
This edition of the game also gives you the chance to conquer Japan as Kublai Khan, the supreme ruler
of the Mongol Horde, in his invasion of the 13th century. Or you can try to defend Japan as the leader
of the Hojo clan, the regents of Japan at the time. Both sides face a hard-fought campaign and victory
is not certain for either side!
• 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. In this new edition, it also includes an account of how and why the Mongols decided to
invade Japan, along with their strategy and tactics.
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.17, for instruction on this component of the game.
If you are commanding the Mongol invasion forces, you won’t need to manage your conquered
provinces in quite the same way. All new Mongol units appear in the game as reinforcements from the
Chinese mainland, and your building options are very limited. Your task as the Mongol leader is to be a
great general!
6
Other Game Types
In addition to the fully interactive Full Campaign mode described above, there are a multitude of other
game play 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.38 for details of the battles.
MULTIPLAYER MODE – Take on all comers over EA | Play, 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.56 for further
details.
CUSTOM BATTLE – Engage in a fully customisable single battle
HISTORICAL CAMPAIGNS – Take charge of the armies of one the three Unifiers – Oda Nobunga,
Tokugawa Ieyasu or Toyotomi Hideyoshi – and recreate some of the major battles in their legendary
campaigns in pursuit of the title of Shogun. Alternatively, take up the mantle of the Great Kublai Khan
and attempt to defeat the armies of Japan in a series of battles to claim Nippon as a province of the
great Mongol empire.
• For more info about other titles, check out EA.COM on the web at http://www.ea.com.
7
Installing the Game
See the Quick Start manual.
To return to the Main menu at any time, click the Folded over page at the bottom of a
menu screen.
Note: Any changes you have made to video, game, audio and other options are retained for the game
you are about to play.
Full Campaign
Select one of seven clans and fight a campaign that may extend over 80 years or more in the Sengoku
Jidai period or, alternatively, select the Mongol invaders or the Hojo defenders in 13th century Japan.
This mode of play combines a strategic element with a real time battle element to create a truly
immersive game play 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.11.
• For an overview of Full Campaign, it is recommended that you refer to The Flow of the Game
section on p.10.
Tip: If you want to play a quick game, refer to the Custom Battle section on p.39.
9
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 Screen and the Battle Mode sections of the manual (p.17 and p.26).
10
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.17).
3. Click ‘END TURN’ button (See The Strategy Map Screen on p.17).
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).
A Note on Campaigns: Each campaign has its own features of interest and starting conditions, so
read the descriptions carefully before choosing a particular campaign.
A Note on Victory Conditions: You must choose between fighting for total control of Japan or for
possession of 40 of its 60 provinces for Total Victory. However all other victory conditions can be
selected if you so wish.
5. Click on Choose A Clan when you wish to continue. The Clan Selection screen appears.
11
Click a Clan symbol on either
banner to view clan details
Clan Uesugi
Clan Oda (Mustard) (Navy Blue)
Rebels and
Clan Imagawa (Turquoise) Ronin (Not
selectable)
Scroll Bar – Click, hold and Click to select a clan and Clan Description
drag to view clan description
begin a Full Campaign game
6. 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.
7. The Strategy Map appears (See below).
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.
12
The Means of Expansion
Koku
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.
13
Technology and Progress
In all civilisations, innovation is tied inextricably to progress. So it goes in Shogun: Total War™- The
Mongol Invasion. 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. However, if you battle as Kublai Khan and his Mongol hordes, you can never train
units on the map. Instead, they arrive, by ship, from the mainland.
• 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. If
you have chosen the Mongols, you may only build Watchtowers and Border Forts in the provinces
you control.
Shogun: Total War – The Mongol Invasion’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:
14
Regional specialisation
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 agriculture. 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.
15
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. 21 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.19).
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 of costs. 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.40.
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 clan.
Note: If the throne room option is deselected (Option only available with full install), you will be
notified of any events on the strategy map and can make your choices from there.
• See the View the Throne Room section on p.22 for more information.
16
The Strategy Map Screen
Your view of the war map of Japan.
Strategic Unit – A
selected unit has a grey
Mini-map – Click to highlight round its base
move the main Map
view
Daimyo’s Garrison –
Banner Army Size Indicator Click here to view
– A ’ bar graph’ style current units contained
indicator of the number of within
units. To get an exact
Selected Province
breakdown of an enemy
army you must spy on the
province in some way
Icon Menu Bar
Train Units
Disband/Demolish – this Construct Buildings The Review Panel – Displays general
option is only active when a information on the selected item, province or
unit or building is selected. View the Throne Room
castle. Right-click the relevant item for details.
Note: Move your cursor over a button or unit on screen and a tool tip appears explaining what the
item does. Leave the cursor in place for a moment and a more detailed description of what you can
do with the button or unit appears.
17
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 Arrow keys or Mouse Scrolling
New Season ENTER or click the END TURN button
Skip the scenic tour SPACEBAR
Return to the Map Screen
from the Throne Room Click the Map
Go to In Game Menu 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 Click on a Province
Troops
Show units available in a Castle Click on a Castle
View units under a general Click on an army piece
View Info Parchment on provinces,
castles, pieces, buildings or units Right-click the item
Note: You can only view enemy army make-ups or buildings if you have a Ninja or Shinobi in the
enemy province.
18
The Info Parchment Bar
In the early stages of your tenure as daimyo you will be hungry for knowledge of the lands before you.
The Info Parchments provide information on unit types, buildings and provinces while the five Info
Parchment toggles provide 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. Right-click on
your provinces and units to view information about them. You can also right-click on adjacent
provinces that you don’t control and obtain information if you have an army there, or a unit acting
as a spy in an adjacent province.
• Click one of the the Info Parchment toggles on the Info Parchment Bar ON/OFF to view or hide
all alliances, military, economy,subterfuge and heirs information.
• To move between reports, click on one of the icons to view the other pages.
• Click the X to close the report.
• To zoom the focus of the map to the appropriate General, Heir or Region simply click on their
name in the list on the appropriate Parchment.
Note: The Mongols may only access the Military Info parchment. The Alliances tab is unavailable in
the Mongol Invasion Campaign for both sides.
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.
19
Building your Clan
The following section deals with the foundation and expansion of your clan from humble beginnings to
historical significance.
Training Units
Note: You cannot train units if you choose to fight as part of the Kublai Khan’s Mongol
invasion force. Instead, all Mongol units enter play as reinforcements from mainland China.
1. First, click on a province containing a castle and training facilities (buildings). Any buildings already
constructed are displayed in the Review Panel.
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.
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).
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.22.
• Click on a unit in the review panel and drag and drop it onto another unit of the same type to
merge the two units. The men in the unit being dropped are used to bring a unit dropped on back
up to full numerical strength. The dropped unit will vanish if all its men are used in this way. You
might want to be careful when combining units like this. Troops with low honour who are merged
with a high honour unit can reduce the receiving unit’s honour!
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.
20
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.
• 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.
• You can alter the order of the queue by clicking and dragging a unit in the queue to a different
place in the queue. All other units update their positions in the queue automatically.
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 in the queue you wish to cancel in the 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
Note: The Mongol Invasion force can only build Watchtowers & Border Forts in provinces.
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, the arrowheads
to move to a new province, 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 in 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 exceptions to this are Castles, which are displayed on the map itself.
The progress of the building is shown as a proportion of the icon is highlighted each turn, when the
entire building icon is highlighted construction has been completed.
• To cancel a building, either right-click the building or drag and drop its icon outside of the
production either at the top of the screen or in the 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. All other buildings update their positions in the queue
automatically.
• 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.
21
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.
• To cut short a visitor’s speech and go straight to making a decision, press SPACEBAR.
When you create an army, the general is contained within one of the units. 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. The number of stars increases as the general’s
honour improves.
22
Merge Armies
Create a large army from two or more smaller armies.
• Drag one army piece and drop it on another army piece and the two units are merged.
• The maximum number of units you can merge together is 16 units.
Note: The units must have occupied the same province for one turn before they can merge.
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 button.
Note: Once you have clicked END TURN, any orders you made cannot be cancelled
23
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.
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. Drag and drop a besieging
army onto the castle to start the assault.
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.
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.
24
• If the Peasant Loyalty is below 100% then there is a chance that there will be a revolt in the
province.
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.
25
Religion
There are a number of factors that can influence the chances
of religious revolts (Christian or Buddhist).
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 their own land 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, CUSTOM BATTLE, or HISTORICAL CAMPAIGNS.
• To take on another human opponent, see the Multiplayer section on p.56.
• You also enter Battle mode to resolve battles in a FULL CAMPAIGN game, should you choose.
26
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.
• 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.31.
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 information is black in snowy conditions).
• This text gives you a good idea of how individual units are fairing in battle so don’t ignore it.
Yellow text – information on Allies units.
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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.
• If the arrow is replaced by a cross, the currently selected unit is out of ammunition, or
can’t fire due to wet weather.
Note: Units that have expended their ammunition will bring up the sword cursor for hand-
to-hand fighting if they possess one.
Line of Sight
In order to create more realistic battlefield scenarios, you can only see as far as your
units’ line of sight allows and you are only able to move the camera within this area.
• 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.
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 viewpoint.
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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 your warriors in a battlefield scenario.
Unit Banner/General’s
Standard
Unit Energy –
More counters Unit Honour
= More energy
Armour rating
Action Indicator
Here is the full list of action indicator icons that you will encounter in battle.
29
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 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.
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.
Deselecting Units
Click another unit to deselect the previously selected unit.
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.
• Hold CTRL + A to select all units.
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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.
• Select a unit or group of units and click on the relevant command toggle. These are described, in
detail, below.
31
Drop Down Menu
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Battle Mode Keyboard Shortcuts
Rally ......................................................................................................................................R
Rout ......................................................................................................................CTRL + O
Group / Ungroup ..................................................................................................................G
Close Formation ..................................................................................................................C
Loose Formation .................................................................................................................. L
Wedge Formation ................................................................................................................W
Melee Mode - Engage at will ................................................................................................E
Melee Mode - Hold Formation ............................................................................................F
Melee Mode - Skirmish ........................................................................................................S
Hold Position ........................................................................................................................H
Auto Fire (Fire at will) ........................................................................................................A
Withdraw from battle ..........................................................................................CTRL + W
Halt (Forget all orders)......................................................................................BACKSPACE
Select All ................................................................................................................CTRL + A
Units Quick March (Run) ......................................................................................CTRL + R
Set Facing/Move with Fixed Facing ....................................................................ALT + click
– Unit/s formation faces in the same direction on arrival at new location.
Rotate unit/s to face in a new direction ......................................Right-click, hold and drag
Look At (selected unit) ..........................................................................................SHIFT + L
Cancel command or quit from battle ..............................................................................ESC
Battle Formations
To be a master of warfare you must first become conversant with the techniques by which your army
can overrun an opponent in the heat of battle. Whilst much may be down to the unit type and
experience of individual soldiers, a wise daimyo, familiar with the battle strategies of Sun Tzu, can
triumph against seemingly overwhelming odds.
Different unit formations have strengths and weaknesses, which a wise man will soon become patently
aware of. Move answered by counter move is sure to occur when two mighty generals clash, so make
sure you know your battlefield tactics when you take on the enemy!
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or
Press the relevant keyboard shortcut (detailed below).
3. The unit(s) move into position.
Note: Clearly, it takes a certain amount of time to move into position. Ensure you allow enough time
for your units to re-form or you may be trounced by the opposing army.
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SKIRMISH RIGHT: Puts your missile-firing units (archers and gunners) to the
right, ready to harass the enemy. 6.
LEFT HAND OFFENSIVE: The formation is structured to support attack to the left. 7.
CENTRE OFFENSIVE: The formation is balanced on either side ready to attack. 8.
RIGHT HAND OFFENSIVE: The formation is structured to support attack to the right. 9.
Note: You must have two or more units selected to employ any sort of Group Formation.
Melee Mode
Order your selected units to fight the enemy in one of three melee styles.
• To use Melee mode, you must first select one or more units.
SKIRMISH: The selected units break out of formation on hit-and-run
attacks before returning to the safety of the unit
formation.
HOLD FORMATION: The selected units attempt to stay in formation as they
engage the enemy.
ENGAGE AT WILL: The units engage with the enemy without retaining their
formation.
• Take note of the Timer in the top right hand corner of the Battle View. You must vanquish
your foe before the white runs out.
• A sword icon indicates that your units will attack hand-to-hand. Displayed for
melee (hand-to-hand) troops – Click to attack, double click to charge.
• A Bow icon cursor indicates that your units will use projectile weaponry. This
icon is displayed for both archers and gunners – Click to fire.
35
Note: Missile-firing units do not have unlimited ammunition and can run out. Take note of their
ammunition levels and attempt to conserve supplies. If you wish to alter reality settings see Game
Options on p.55.
Hills
Fighting from higher ground gives your troops a significant advantage in combat; they can see more of
the action and can react and fight more strongly than their opponents who have to advance uphill.
Forests
Using the natural cover is something that generals would be wise to do, especially when threatened by
projectile fire or cavalry charges. Trees enable your units to hide from the enemy and the vegetation
overhead provides cover from projectile attack. The movement of cavalry is severely restricted by
forests and this makes them vulnerable to infantry units.
Other Factors:
• Cliffs are impassable to all units so offer a definite strategic advantage should your units be
positioned upon them.
• It should be noted that bridges over rivers are very easily defended.
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Historical Battles
Take the place of one of the four most important daimyo in Japanese history in a selection of pre-set
battles. Spanning some of the most turbulent years of the country’s history, you can command the
armies of the four great daimyo – Oda Nobunaga, Takeda Shingen, Tokugawa Ieyasu or Toyotomi
Hideyoshi. You can also take part in pre-set battles against the Mongol invaders and one battle set
during the Japanese invasion of Korea under Toyotomi Hideyoshi.
The battles are as follows:
Daimyo Battles
Nobunaga Anegawa, Nagashima
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Custom Battle
Choose one of 7 daimyo or play as Ronin in the Sengoku Jidai era or command Mongol or Japanese
forces in the period of Mongol invasion and engage in a fully customisable epic single battle in glorious
real time.
Click to choose
whether CPU players
Click to return attack or defend
to the Main menu
Click to proceed Click to use the previous
Custom Battle setup
3. Once you have entered all the variables, click ACCEPT to proceed.
4. The Custom Game menu appears. Click on the location’s name for a view of the province. Once
you have selected a location, time limit, season and difficulty level, click CONTINUE to proceed.
5. The Customise Army menu appears. Choose your armies and their honour, weapon and armour
levels. Once you have chosen, click READY.
6. The Battle begins.
Note: Right-click to remove an army.
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Historical Campaigns
The three historical campaigns cover famous battles in the rise to power of the Three Unifiers of
Japan – Oda Nobunaga, Tokugawa Ieyasu and Toyotomi Hideyoshi; along with a set of four battles
detailing the path Kublai Khan’s invasion of Japan may have taken. There are three battles fought by
Oda Nobunaga in his pursuit of the Shogunate, and six battles in the campaigns of Tokugawa Ieyasu
and Toyotomi Hideyoshi as they fought for overall control of Japan and Total Victory.
Unit Types
Here is a full list of unit types and the facilities needed to produce them.
Note: Training options do not appear until you have fulfilled the building requirements.
Soldiers (Units)
The building blocks of your armies; essential in your campaign to become Shogun. You should be wary
though for, once trained, there is a fixed cost to maintain them. This cost may become a drain on your
resources, if you do not manage your finances carefully.
Honour
When units are trained they generally begin with an honour level of 0. However, if they are trained in
certain provinces, renowned for the skills of their inhabitants or with certain building upgrades they
may gain an honour bonus. This can give a daimyo a great advantage against his enemy on the
battlefield and should not be underestimated.
• Honour of your units grows with battle experience. The very sight of a battle-hardened army in
full armour will strike fear into the heart of young, inexperienced recruits.
Note: All units gain experience in battle and as their honour level increases they can become far more
effective.
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Armour
In addition, with an Armoury or Swordsmith your smiths can produce better armour and weapons.
See the Technology Tree for further details.
Samurai Archers
Requires: Archery Dojo
These are the standard Samurai foot soldiers. Their main weapon is the bow but, should it be
necessary, they can fight, hand-to-hand with their katana. With experience, they can become
the fearless, ruthlessly efficient cornerstone of your forces.
Yari Ashigaru
Requires: Spear Dojo
The standard Ashigaru is equipped with light armour and a Yari - a long spear. They are
conscripted peasants and, as such, are poorly trained. The wall of spears which they can
present to the enemy make them singularly effective against enemy cavalry, as long as they
can hold formation. When their fear of the enemy exceeds their fear of their masters, they
often waver. This unit is unavailable in the Mongol Invasion campaign.
Ashigaru Crossbowmen
Requires: Archery Dojo
This unit is only available to the Hojo clan in the Mongol Invasion campaign, and historical
campaigns and battles set in the same period.
Unlike a bow, a crossbow doesn’t require long training for the user, or continual practice to
maintain skill and strength. Virtually anyone can be taught to use one but it can be slow and
clumsy to fire. Ashigaru Crossbowmen are cheap to produce, and are fairly deadly missile
troops (even if their rate of fire is a little slow). However they are rather ineffective in a
melee. If other troops manage to engage them, the Ashigaru Crossbowmen will perish in
large numbers!
Yari Samurai
Requires: Spear Dojo
The Yari is a long spear, making these troops very effective defending against mounted
opponents. So long as the unit remains well ordered, they are good against most troop types.
Cavalry Archers
Requires: Horse Dojo and Archery Dojo
A mounted Samurai with sword and bow. They are fast, flexible, and pack a nasty sting from
medium range. They are best employed in harrying poorly defended troops at close quarters
and standing off and peppering slower units with bow fire.
Warrior Monks
Requires: Buddhist Temple
These Buddhist fanatics carry a portable shrine as their unit standard, which makes enemy
Buddhist troops most reluctant to engage them. Christian troops do not suffer this same
reluctance. This unit is unavailable in the Mongol Invasion campaign.
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Arquebusiers
Requires: Trading Post
Conscripted foot soldiers equipped with simple arquebuses (muskets). They are effective at
longer range than archers are and only the heaviest armour has a chance of stopping their
shot at short range. However, they are very poor in hand-to-hand combat. This unit is
unavailable in the Mongol Invasion campaign.
Note: The Arquebusiers will only fire their weapons in very light rain at a reduced rate and accuracy.
Heavier rain will render their weapons useless.
Naginata
Requires: Famous Spear Dojo and Armoury
Samurai foot soldiers equipped with heavy armour and Naginata - short pole arms. They are
very strong defensively and are resistant to missile fire but they are quite slow.
Heavy Cavalry
Requires: Famous Horse Dojo and Armoury
Mounted Samurai equipped with heavy armour and swords. These human and equine war
machines are the feared elite of the Samurai army and are highly effective as defensive units
and utterly deadly when used offensively. Only long spears and guns are effective against
them.
No-Dachi Samurai
Requires: Sword Dojo
The No-Dachi is a huge two-handed sword, and, accordingly, the stout troops that wield
them are most deadly. They don’t defend well, but are great for breaking enemy formations
and routing troops who are wavering.
Musketeers
Requires: Port and Trading Post (Dutch) or Port, Trading Post and Gun Factory
(Portuguese).
These are improved Ashigaru who benefit from contact with the European traders. With a
longer range and a higher rate of fire, they can be employed in the front lines of an army
formation. Like the Aquebusiers they can only fire their weapons in very light rain at a
reduced rate and accuracy. Heavier rain will render their weapons useless. This unit is
unavailable in the Mongol Invasion campaign.
Yari Cavalry
Requires: Spear Dojo and Horse Dojo
These mounted samurai, armed with spears, are not as heavily armoured as heavy cavalry is,
but they make up for this with additional speed. They are very useful as a strike force against
enemy units who are poor in hand-to-hand combat or for chasing down retreating enemies.
Kensai
Requires: Legendary Sword Dojo
Kensai is the Japanese term for “sword saints”, the almost superhuman masters of the sword
that only years of training and dedication can produce. These men are capable of taking on
many opponents at once and emerging victorious and often untouched. Kensai, as masters of
swordsmanship, can only be trained at the most exalted of dojo: a Legendary Sword Dojo.
They appear on the battlefield as single warriors, but don’t be deceived — they are truly
deadly and can carve a path through entire units of lesser men!
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Naginata Cavalry
Requires: Famous Horse Dojo and Spear Dojo
A further refinement of heavy cavalry came about when samurai began using the naginata
from horseback. This gave them many of the advantages of a sword, but with the reach of a
spear! Naginata Cavalry can only be trained in a province where the Horse Dojo has already
been improved and there is also a Spear Dojo. They are very useful as a strike force against
many enemies.
Battlefield Ninja
Requires: Battlefield Ninja dojo
Unlike the other ninja in the game who operate as “strategic” pieces and carry out
assassinations, Battlefield Ninja do exactly what their name suggests: they can be deployed
like any other unit on the battlefield. They do, however, have the ability to hide, and are
invisible to enemy troops until they are very close. They are armed with bows and swords,
and can be a deadly ambushing force. This unit is unavailable in the Mongol Invasion
campaign.
Strategic Units
Taisho
Requires: Nothing
A Taisho (or general) is required to lead a group of units into battle. As he gains in rank and
experience he adds to the combat ability and morale of all his troops. Normal Taisho can be
leaders of any unit type. They can be identified in battle by their special standards.
Note: If you take your daimyo onto the battlefield, he appears on the battlefield with a small group of
Heavy Cavalry bodyguards.
Emissary
Requires: Tranquil Garden
These are Samurai trained in all the traditional arts and used as diplomats. They are sent to
enemy daimyo on missions to propose treaties and to gather information on enemy armies
and defences. All Emissaries gain experience each time their mission succeeds. Experience is
their only defence against Ninja Attack.
Shinobi
Requires: Tea House
Shinobi are spies. In an enemy province they can provide information about enemy armies
and defences, while also encouraging discontent among the peasants, which can lead to
revolt. In your own province they can act as counterspies, seeking out enemy spies. In
addition, they can also increase the loyalty of your own peasants.
Priest
Requires: Church
These Jesuit-trained priests are excellent emissaries when dealing with Christian daimyo.
While sending a Priest is no guarantee that a proposed treaty will be accepted, at least you
won’t get his head sent back in a bag. Unless, of course, the enemy Daiymo is Buddhist!
Jesuit Priests also help to spread the influence of Christianity to any provinces that they visit.
This unit is unavailable in the Mongol Invasion campaign.
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Ninja
Requires: Ninja House
The Ninja is trained from birth for spying and assassination. Enemy daimyo, Taisho, Unit
Leaders and Emissaries are all possible targets. The more senior the target, the lower the
chance of success. A Ninja’s experience and effectiveness increases each time he makes a
kill.
Mongol Units
Mongol Light Cavalry
Requires: nothing
These are among the finest horse archers the world has ever seen. They are intended to
harass and ambush enemies, and are ideally suited to hit-and-run tactics. Their superior
manoeuvrability gives them the ability to mass swiftly, attack, withdraw and then repeat this
cycle as often as needed. They are neither heavily armed nor armoured and do not fight
well in a melee.
Korean Skirmishers
Requires: nothing
These Skirmishers are heavily armoured troops who carry javelins, shields and swords,
although they are not at their best in hand-to-hand combat. They should attack with a hail
of javelins, while their armour allows them to survive (in theory) any return missile fire.
Their javelins can be devastating weapons at short range, but the skirmishers only carry a
limited number.
Korean Spearmen
Requires: nothing
Mongol spearmen are, like their Japanese counterparts, a good defensive force against
cavalry. In terms of quality, they are not as expert or well trained as Yari Samurai but can be
relied on to give a good account of themselves in most circumstances.
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Korean Guardsmen
Requires: nothing
Guardsmen are the assault infantry units available to the Mongols. Although relatively slow
moving, they are better armed and equipped than Mongol Spearmen, and are armed with a
large glaive-like pole arm. This is a broad-bladed cutting weapon on a pole anything up to
2.5 metres in length, but it isn’t quite as effective as the samurai naginata.
Thunder-bombers
Requires: nothing
Thunder-bombers need nerve and skill to use their grenades properly — or a complete
lack of fear and common sense! These weapons are devastating but have a very short
range, and there are no guarantees that only the enemy will be blown to bits! Thunder-
bombers could easily blow themselves or nearby friendly units to pieces as well. They are
also very vulnerable in melee.
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Buildings
Castles
There are four levels of castles in Shogun: Total War™- The Mongol invasion, but they all perform the
same function. They are garrisons for you and your armies. In addition, they are the visible signs of a
daimyo’s’ power, honour and control of his provinces. Without a castle to act as an administrative
centre, no other military structure can be built in a province. You must build each grade of castle
before you can construct the next one!
Castle
The lowest grade of fortification. You can garrison 4 units within this building and it
allows the construction of basic training dojo and other low level structures.
Large Castle
An impressive intermediate structure. It only becomes available in your Building
Production pop-up if you have already constructed a castle. Once built, your
technological advancement can continue apace and the opportunity for garrisoning
enough units and supplies increases to an extent that you can hold out for longer in a
siege.
Fortress
A Fortress is a good indication to all who covet your provinces that they will not have
an easy time of it, should they decide to try and wrest it from your grasp. Once built,
training dojo of famous and legendary proportions will ensure that units trained here
brook little resistance in their struggle to unite Japan under your leadership.
Citadel
A Citadel represents the pinnacle of a clan’s rise, demonstrating to all those whose eyes
fall upon its massive ramparts, that the clan who built it should not be trifled with.
Once built, sensei of legendary status can be acquired by construction of final dojo
upgrades. Units trained and equipped by such masters will undoubtedly present a
fearsome sight to any army unlucky enough to encounter them.
Other Buildings
Spear Dojo
Requires: Castle
A dojo is a place of training where a sensei
(a master in a particular skill, craft or art)
can impart his knowledge to students in the
proper atmosphere of calm and learning. This
is as true for the martial arts as for any peaceful pursuit. The best of the sensei were always encouraged to
settle by daimyo and begin their teachings, not only for the practical benefits of spreading their skills, but also
for the reflected glory and honour that a true sensei could give to his patron.
• Both Ashigaru and Yari Samurai units can be trained at the Spear Dojo. It can be upgraded to
Famous and Legendary status at larger castles.
• Once it has been upgraded to Famous Spear Dojo status it can also be used to train Naginata
Samurai, providing there is an Armoury at the castle too.
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Archery Dojo
Requires: Castle
Samurai originally defined themselves by their skills
at archery, especially archery from horseback. The
magnificent asymmetrical longbows of the samurai
needed highly skilled craftsmen to construct them
so it was in the interests of every daimyo to ensure
that such craftsmanship was encouraged in his domain. As such, the Archery Dojo is one of the basic
and fundamental military improvements that can be constructed at any castle.
• An Archery Dojo allows the castle where it is located to produce Samurai Archers and it can be
upgraded to Famous or Legendary status when larger castles are built, facilitating general unit
improvements.
Armoury
Requires: Castle and province with iron sand
deposits
Samurai nearly always provided their own armour
and weaponry. The same, however, was not true
of the ashigaru who were drawn from the lower,
poorer classes. The importance of providing
standardised equipment to their soldiers was realised by the more astute daimyo during the Sengoku
period. Apart from the obvious benefits of ensuring that their troops were properly equipped, there
was an additional benefit in terms of creating an esprit de corps among the troops.
• In Shogun: Total War™, an Armoury improves the armour values of any units trained at the castle
where it is located. An Armoury can also be improved to Famous or Legendary status in larger
castles with subsequent armour benefits for units.
Tranquil Garden
Requires: Castle
Most temples and large, formal houses in Japan
included space for a garden as a place for rest and
reflection. Gardens are also, of course, the perfect
place to have a private conversation with agents,
spies and emissaries away from the ears of guards
and servants — not something that was very easy
in a Japanese building with thin bamboo and paper
screens!
• A Tranquil Garden can be built in any castle and allows the training of emissaries. It is also a pre-
requisite before building any kind of Temple or Church.
Ninja House
Requires: Castle
The secretive Ninja require their own dojo (of
sorts) to learn their secret arts of invisibility,
assassination and spying. Their weapons and skills
are so specialised that only a master Ninja can
hope to teach his followers.
• Once a Ninja House is constructed, Ninja may be trained.
Tip: Use Ninja to eradicate emissaries and gain extra Ninja experience for successful assassinations.
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NEW BUILDING! Battlefield Ninja Dojo
Requires: Infamous Ninja House and Sword Dojo
The Battlefield Ninja Dojo extends the teaching of the black arts of the Ninja beyond the
usual skills of spying and assassination. Instead, the products of this dojo are taught
practical fieldcraft that allows them to hide and act as “special forces” on the battlefield.
The Battlefield Ninja that are trained here are deadly in battle, but can’t be used as
strategic units.
Port
Requires: Castle and a coastal province
A Port can be built in any coastal province that
contains a castle. It allows the transportation of all
units, by sea, to any other provinces with a Port
ruled by your clan. In addition, a Port gives a trade
revenue bonus.
You should also be aware that any province with a port can be invaded from the sea. To do this, you
must first infiltrate the province with an Emissary, Ninja, Shinobi or Geisha. If they survive the turn you
may use their inside information to launch an invasion force from your own ports.
Note: Without a Port, you will not encounter Europeans and acquire their modern technologies.
Tea House
Requires: Castle
“Pen and sword in accord” is a simplification of the
Samurai way, but it is an accurate one. Samurai
were not only expected to be skilled warriors, but
highly cultured men able to produce a haiku verse
or officiate at the tea ceremony. A Tea House is a
focal point for travellers and, as such, is the ideal venue to facilitate the training of Shinobi, the secret
agent of the Sengoku Jidai period.
• Once constructed, Shinobi may be trained here. He can then be employed in spying and counter
spying activities. A Tea House can be upgraded to Famous and Legendary status at larger castles
Sword Dojo
Requires: Large Castle and a Legendary
Swordsman (see Note below). The sword is the
weapon most closely associated with the
samurai, and mastering its proper use takes time
and endless practice. Many schools of
swordsmanship existed in Japan, and adherents of particular styles were not above duelling against one
another to prove who was the best.
• Once constructed, you may train No Dachi units. As with other buildings, you may upgrade a
Sword Dojo.
Note: A Sword Dojo can only be built when a samurai in the daimyo’s army has become a legendary
swordsman by killing many opponents in battle. You are notified when one of your units achieves this
status.
48
“To master the virtue of the long
sword is to govern the world and oneself, thus the
long sword is the basis of strategy. If he attains
the virtue of the long sword, one man can beat
ten men. In my strategy, one man is the same as
ten thousand, so this strategy is the complete
warrior’s craft.”
— Miyamoto Musashi, The Book
of Five Rings, The Ground Book
Horse Dojo
Requires: Large Castle and Archery Dojo/Spear
Dojo
A battle is a frightening and confusing experience
for a man, let alone an animal. Training a horse so
that it was willing to charge the enemy took time
and skill. A Horse Dojo provides just such a
location, where horses can be trained expressly for conveying proud Samurai horsemen into battle.
• A Horse Dojo can produce Cavalry Archers (with an Archery Dojo) and Yari Cavalry (with a Spear
Dojo). With an Armoury, a Famous Horse Dojo can also train Heavy Cavalry.
Swordsmith
Requires: Large Castle
The high-class weaponry of the Samurai is
renowned even today. Skilled swordsmith were
the princes of craftsmanship and any daimyo worth
his salt would lay great store in having craftsmen
and the necessary materials to provide katanas of
unsurpassable quality.
• The construction of a Swordsmith ensures that units trained in that castle training facility will gain
an attack advantage in battle. A Swordsmith can be upgraded to Famous and Legendary status at
larger castles
49
Portuguese & Dutch Trading Posts
Requires: Fortress and Port; also time dependant
The arrival of Portuguese traders brought the
arquebus into Japanese warfare. These weapons
were acquired through trade with the ‘shifty foreign
devils’ and were then copied by Japanese
craftsmen. By the time the Dutch arrived in Japan,
the Portuguese and the Jesuits had been there for
some time. The Dutch were the same in their willingness to provide arquebuses to any daimyo who
was willing to trade for them! These buildings are unavailable in the Mongol Invasion campaign.
Note: A daimyo can have either Portuguese traders or Dutchmen in his domain, but not both.
Buddhist Temple
Requires: Tranquil Garden
Although religion often leads to a contemplative
life of meditation, there have always been
religious orders that have valued military
prowess as much as prayer. In Japan, several
orders of Buddhist warrior monks were the
equal of any other warriors at the time, and showed no reluctance to becoming involved in politics –
and war - beyond the Temple walls.
• Warrior Monks can be trained once a Temple has been built. A Temple can be upgraded giving
honour bonuses to units trained therein.
Tip: A Temple helps to support the doctrines of Buddhism among the people of nearby provinces and
can “roll back” the presence of Christianity.
Church
Requires: Large Castle and acceptance of
alliance with Portuguese
The Portuguese not only brought advanced
military technology in the shape of guns, they
also imported a religion as well: Roman
Catholicism. The Jesuits who came to Japan spread a very militant variety of Christianity, and within a
few years of their arrival, the Jesuits had converted substantial sections of the local population.
Once built, Churches help to spread the doctrine of Christianity to the local population, increasing the
number of Christians in nearby provinces and, in the long term, reducing the chance of a religious
revolt. This building is unavailable in the Mongol Invasion campaign.
• A church allows the training of Priests. Once you have six Churches, you may then construct a
Cathedral, which holds even greater sway in speeding the spread of Christianity. Note, however,
that a Citadel is also required in the province.
Tip: A Christian daimyo with a Cathedral collects tithes from all of Christian Japan. This makes
Christianity a very lucrative business!
50
Palace
Requires: Large Castle
A Palace of any size is the outward sign of a healthy
and wealthy daimyo. His subjects and soldiers can
feel proud to be a part of a strong and civilised clan.
• A Palace imparts a morale bonus to all units. Palaces can be upgraded to Golden and Legendary
status.
Gun Factory
Requires: Citadel, Port, Portuguese or Dutch
Trading Post and Armoury.
Once knowledge of arquebuses was generally
available, the daimyo wasted little time in setting
up their own craftsmen to make them. Within a
remarkably short space of time Japanese
armourers had mastered all the skills they needed and were producing arquebuses that were as good
as anything from abroad. Once built, the cost of training gunmen is reduced. This building is
unavailable in the Mongol Invasion campaign.
• A Gun Factory can only be created at the largest of castles.
Geisha House
Requires: Citadel, Infamous Ninja House,
Tranquil Garden and Legendary Tea House
When all the trappings of Japanese culture have
been built, a daimyo can add the final flourish: a
Geisha House. These can only be built at the
very largest castles, and help train Geishas for
use as spies and, more importantly, super
assassins.
• Geisha can only be killed by another Geisha or a highly experienced Ninja.
51
Buildings and Upgrades not dependent
upon Castles
Improved Farmland
Improved farmland increases agricultural output of
the region by 20% each harvest. This translates
directly into more koku at the end of the year.
Successive upgrades to farmland are more
expensive, but can increase agricultural output by
100% over the base level for a province.
Tip: it is most cost effective to upgrade your farmland in your richest provinces.
These provinces are shown on the strategy map by a bale of harvested rice.
52
In Game Menu
Save your game, make changes to your OPTIONS, EXIT to the Main menu or QUIT Shogun: Total
War™- The Mongol Invasion.
• To access the In Game menu, press ESC.
RESUME GAME – Highlight and click to return to your game.
LOAD GAME – Highlight and click to open the Load Game menu and load a previously saved
game (See Saving and Loading section on p. 55).
SAVE GAME – Highlight and click to open the Save Game menu (See Saving and Loading section
on p. 55).
OPTIONS – Highlight and click to access the Options menu (See Options section below).
EXIT GAME – Highlight and click to finish game and return to the Main menu.
QUIT – Highlight and click to Quit to Windows.
Options
Select OPTIONS from the Main menu to optimise or adjust Audio, Video and Control setups.
VIDEO – Configure video settings and screen resolution.
AUDIO – Configure Audio settings.
PERFORMANCE - Configure Graphic detail settings and unit limits to optimise performance on
your PC.
CONTROLS – Customise keyboard and mouse controls.
GAME – Customise Interface settings, control menu, realism settings.
MAP EDITOR - Create your own customised battlefields. See the Map Editor README file for full
details.
CREATE BATTLE LOG FILE – ON/OFF toggle.
Video Options
PRIMARY DISPLAY DRIVER/ANY OTHER DETECTED 3D ACCELERATOR/SOFTWARE MODE
- Choose your primary display driver. If you do not have a 3D accelerator card, select Software
mode.
USE 8 BIT TEXTURES – Select 8 bit textures only if your card supports this feature. (This option
is only available with certain, older graphics cards)
STRATEGY MAP RESOLUTION – Move the slider to alter the resolution of the Strategy Map.
BATTLEMAP RESOLUTION – Move the slider to alter the resolution of the Battle Map.
GAMMA CORRECTION – Increase gamma correction to improve brightness.
TEST DISPLAY MODE – View the Shogun: Total War™ Samurai logo to preview any display mode
changes you may make.
Note: To run the Battle map at higher resolutions requires considerable CPU and video card
capability. Slower CPUs will suffer performance loss if you set the resolution too high.
53
Audio Options
SUBTITLES – Click to turn subtitles ON/OFF
MUTE – Click to turn sound ON/OFF.
MUSIC VOLUME – Click and drag to adjust the volume of background music.
SFX VOLUME – Click and drag to adjust the volume of Sound effects.
SOUND QUALITY – Reducing the sound quality will use less RAM and may allow the game to
run more quickly.
SPEECH – Click to choose between ENGLISH speech or JAPANESE speech with English
subtitles.
Performance Options
Adjust the Battle mode graphics options here. Default options are listed in bold.
SMOKE – Click to turn smoke ON/OFF.
AMBIENT FAUNA – Click to turn decorative bird life ON/OFF
HIGH QUALITY MOVIES - Click to turn movies ON/OFF.
DEFAULT UNIT SIZE – Move slider to adjust the default Unit size (60/80/100/120).
Note: Only increase unit size if you have a recommended specification PC (See the enclosed
reference card).
Control Options
MOUSELOOK ON/OFF– Activate mouselook (only available in 3D accelerated mode).
MOUSEMOVE – Click to turn Mousemove ON/OFF.
CAMERA ROTATE SPEED – Click and drag the slider to adjust the speed that the camera
rotates.
CAMERA MOVE SPEED – Click and drag the slider to adjust the speed that the camera moves.
ASSIGN KEYS – Customise your key presses for Shogun: Total War™- The Mongol Invasion.
54
Game Options
Interface Settings:
ICON BAR – Click to turn the Battle Mode Icon Bar ON/OFF.
RADAR – Click to turn the Battle Mode Radar ON/OFF.
WIDESCREEN/FULLSCREEN – Click to choose your favoured view.
Realism Settings:
MORALE – Click to turn unit morale ON/OFF.
FATIGUE –When OFF, units do not get tired in battle.
LIMITED AMMO – When OFF, missile-firing units have unlimited ammunition.
RESTRICT CAMERA – When ON, you can only view the terrain that your units can see.
EVENT MOVIES – Toggle movies ON/OFF.
CAMPAIGN BATTLE TIME LIMIT – ON/OFF to set time limits for individual battles.
THRONE ROOM – Toggle ON/OFF to be automatically taken to the Throne Room for Events.
Even if this option is turned off you can still access the Throne Room by using the button on the
Strategy Map screen.
Note: This option is unavailable if the install of the original Shogun: Total War™ is set to less than full.
In these cases the option defaults to OFF and is unchangeable.
Map Editor
Use the Map Editor to create new battle maps or even edit existing maps. For instructions on how to
use this utility program, press F1 while using the editor. Alternatively, you may want to refer to the
Map Editor Guide in the README.htm file. By default this will be located in:
C:\Program Files\Total War\Shogun - Total War\Docs
Save Game
Select this option from the In Game menu to save the game currently in progress.
1. Press ESC to go to the In Game menu. Then highlight and click SAVE GAME.
2. Click on the dialogue box, then enter a name for your saved game.
3. Now, highlight and click SAVE. The game is saved.
• To return to the In Game menu, click the folded corner of the parchment.
Note: In addition, the game also automatically saves to the ‘autosave’ slot once each game year.
55
Strategy Map Quicksave and Quickload
• To quicksave a game, press CTRL + S whilst in-game (Strategy Map only).
• To ‘quickload’ the last quicksaved game, press CTRL + L whilst in-game (Strategy Map
only) or open the Load Game menu.
Multiplayer
Multiplayer is available via LAN and Internet.
56
Play On EA | Play
Logon Information
Enter your Shogun: Total War™ Online Details
Logged On To EA | Play
Select either:
CHAT ROOMS - Go to the Chat room selection screen.
INTERNET GAMES – To find a game on the Internet.
LOG OFF EA|PLAY – To exit to the Main menu.
57
The Chat Window
The Chat window is your contact with other Shogun players. You can find individuals, send private
messages and, above all, make buddies! It appears in many of the Multiplayer setup screens and
enables you to discuss and plan with other players in remote locations.
Text Entry Box – The Prompt tells Individuals currently in chat room
you who the message will go to and their honour
Select a player
Click on a player name and then type the message in the Text Entry box. This makes him or her the
target of a private comment.
Sending a message
Click and type at the cursor in the Text Entry Box. Press Enter to send the message to the selected
person(s).
Add a Buddy
Simply type ‘#Buddy’ followed by the players full online name but not the family name.
Note: Once a player is labelled a buddy, you are informed when they connect and disconnect from
the server.
Remove a buddy
Type ‘#Unbuddy’ followed by the players full name to remove the player from your buddy list.
Ignore a player
Type ‘#Ignore’ followed by the players full name, if you don’t want to read the player’s chat output.
Unignore a player
Type ‘#UnIgnore’ followed by the players full name to stop ignoring that player.
AFK
Type ‘AFK’ to notify players that you are away from your keyboard.
58
Paging a player
If you want to contact another player and you are not sure which chat room they are in, type ‘#Page’
followed by the players name. If the player is on EA | Play, they will be notified of your page.
Locating a player
If you want to locate another player, type ‘#Locate’ followed by the players name or unambiguous
part of their name.
Note: If you make your chat room private, you must let other players know what the password is or
they won’t be able to connect.
59
Internet Games - Single Battle Setup
You can choose to host a game or join a game that is being set up by another player in the chat room
or return to the chat room selection screen.
Click on a game to
highlight it, then
click JOIN GAME
Chat if desired
Click to Join the
highlighted game
60
Hosting a Multiplayer Game
Click and enter maximum
Click to choose a Map number of players
61
The Multiplayer Lobby Screen
The Multiplayer Lobby screen appears when you join a game or when you have setup a game.
Click on an
individual name
Chat if desired or ALL to chat
• When you join you are automatically allocated to the side with less players.
To Begin
• Once the Host is happy with the setup he/she should press ACCEPT.
• Everyone else selects READY after the host has clicked ACCEPT.
62
Multiplayer Army Selection
Choose your troops up to the amount of koku you have allocated.
Chat as desired
63
LAN Games
You can choose to host a game or join a game that is being set up by another player.
Click on a game to
highlight it, then click
JOIN GAME
• Highlight a game then click JOIN GAME to continue. See The Multiplayer Lobby Screen section on
p.62.
• Click HOST GAME if you want to create a new game (See below).
• Click EXIT to return to the Main menu.
64
Glossary of Terminology
Arquebus Matchlock gun, also called “teppo” in Japan. Introduced in 1543 by the
Portuguese.
Ashigaru Literally, ‘light feet’. Peasant troops recruited into a daimyo’s service. Often
fought with little or no armour, footwear or weaponry until they could be
looted from the enemy.
Bushido ‘The Way of the Warrior’.
Daimyo A powerful feudal land owner. Many daimyo dreamed of uniting Japan under
their own swords.
Do Body armour. Usually consisting of four plates.
Dojo A place for teaching martial arts.
Geisha ‘Art person’. A class of professional women trained from adolescence in
conversation, dancing and singing for the entertainment of men. Sometimes
geishas were also Ninja and, therefore, would be involved in sabotage and
assassinations.
Hara-kiri Suicide by cutting into the stomach.
Hatamoto A daimyo’s personal bodyguard.
Ikki Armed peasant league.
Ikko-ikki ‘Single-minded League’ – 15th century militant religious group. The term also
came to mean rioting mobs. These mobs usually acquired a degree of political
power through their military activities.
Junshi The act of suicide committed by a loyal retainer or servant following the death
of their lord.
Kanashi The act of suicide committed in protest.
Katana A long, two-handed, slightly curved sword that was considered the ‘soul of the
samurai’. Often carried together with the wakizashi, the Katana was used as
both shield and sword due to its superior strength and cutting edge gained
through the meticulous construction process.
Kengo A master swordsman. Kengo usually went on a musha shugyo or ‘warrior
pilgrimage’ to improve their skills.
Koku Measurement of wealth, usually defined as the amount of rice needed to feed a
man for a year.
Mon Family crests.
Naginata Pole-arm, fitted with curved single-edged blade.
Nanban-do ‘Body armour of the southern barbarians’. Bulletproof armour adapted from
European armour.
Nanbanjin ‘Southern barbarians’. Name given to westerners who arrived in the 1540’s.
Ninja Assassins and spies: practitioners of the Art of Invisibility. Expert in the use of
weapons but also skilled in use of poisons and explosives. Both male and female
ninjas existed.
No-Dachi A very heavy and long sword which was about 25 percent longer than an
average sword.
Okegawa do Simple, mass produced armour worn by the ashigaru. If this had the daimyo’s
mon on the front it became known as okashi gusoku (honorable loan armour).
65
Ronin ‘Wave men’ – samurai without a lord.
Samurai Member of the warrior class; warrior in daimyo’s service.
Sashimono Identifying banner, fitted to the back of the armour. Often had the mon of the
clan or family on it.
Sengoku Jidai ‘Age of the Country at War’. (the period from 1457 to 1615). Much of the
samurai tradition was established during this time. Shogun: Total War™ is set
during this period.
Seppuku A less vulgar term for hara-kiri. Considered an honorary death by the samurai
class. Modified in later years to allow the presence of a second who cut off the
victim’s head at the moment of agony.
Shogun Abbreviated form of Sei-I-Tai Shogun (‘barbarian subduing general’). The
hereditary commander of the Japanese army who, until the revolution of 1867,
exercised absolute rule under the nominal leadership of the emperor. The rank
to which all daimyo aspired.
Sohei ‘Priest Soldiers’. Commonly known as warrior monks but some were thought to
be non-ordained warriors recruited by the temples.
Taisho General on the field of battle.
Tameshi Gusoku Bullet tested armour. Sold with dents as proof of its effectiveness.
Wakizashi Sword 30 to 61cm (1-2ft) long. Worn by both samurai (with a katana) and
ashigaru.
Yari Spears used as defensive weapons. The lengths varied depending on the
individual daimyo’s preference but averaged around 5 metres.
Yoroi Of the many armour types, this is the classic samurai armour which consisted
mainly of the do (body armour), suneate (leg armour), tsurubashiri (breastplate),
eboshi (cap), kabuto (helmet), sode (shoulder guards) and Hoate (face mask).
66
Credits
Creative Assembly
Project Director: Mike Simpson
Supporting Roles
Project Management: Mike Simpson, Luci “Loki” Black, Ross Manton, Tim Ansell
QA Manager: Graham Axford
Testers: Chris Morphew, Jeff Woods, Jason Ong, James Buckle
Historical Research: Dr Stephen Turnbull
Dialog & Additional Content: Mike Brunton
Scenario Editing: Tony Sinclair
Motion Capture
Lead Technician: Alan Ansell
Editing & Processing: Greg Alston, Leonor Juarez
Motion Capture Actors: Angela Kase, Emmanuel Levi, Daley Chaston
Coding: Mike Simpson, Tim Ansell
Tools: A.P.Taglione (Tag), Nick Tresadern, Charlie Dell
Testing
QA Manager: Richard Chamberlain
Testers: Anthony Simcock, Tony Sinclair
Audio
Music: Jeff van Dyck
Audio Management: DNA Multimedia Audio (www.dnama.com)
Sound Effects: Sam Spanswick @ GMD, Karl Learmont @ GMD, Jeff van Dyck
Movie Post Production: Jeff van Dyck, Angela Somerville
Audio Director: Jeff van Dyck
Casting & Voice Production: Philip Morris @ AllintheGame Ltd
Voices: Togo Igawa, Eiji Kusuhara, Daniel York, Simon Greenall, Kentaro Suyama
Public Relations: Jason Fitzgerald, Cathy Campos @ Panache PR
67
Dreamtime Interactive
Executive Producer: Michael de Plater
Internet Manager: Richie Skinner
Legal Affairs: John McIntyre
Associate Producer:Ben Greer
Directors: Alan de Plater, Norm Fricker, Malcolm Greer, Mike Noble, Geoff Lees, Ray Grigg, Robert
Bradfield
68
Testing US: Tim Attuquayefio (Project Supervisor), Chad Schnittjer (Lead), Mike Kaiser (Asst. Lead),
James Stanley (Asst. Lead), Justin Holst, Tyler Jacobson, Shan Simpson, Charles Paw, Melissa Tague,
David Choe, Zach Mumbach
Customer Quality Control: Paul “Jester” Richards
Special Thanks
Jonathon Harris, Henry Ryan, Steve Miller, Nigel Sandiford, Steve Fitton, Paulette Doudell, George
Fidler, Kazue Nishimura, Yukiko Scott, Robyn Silber @ GMD, The NSW Mounted police, Freelance
Medieval Society, Irene Chua, Dan Goldstein @ totalwar.org, Phillip Macken, Mike Stern, Clan
Towashima, “The Mongrels“
69
Notice
ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS TO THIS PRODUCT
DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT NOTICE.
THIS MANUAL, AND THE SOFTWARE DESCRIBED IN THIS MANUAL, IS UNDER COPYRIGHT.
ALL RIGHTS ARE RESERVED. NO PART OF THIS MANUAL OR THE DESCRIBED SOFTWARE MAY
BE COPIED, REPRODUCED, TRANSLATED OR REDUCED TO ANY ELECTRONIC MEDIUM OR
MACHINE-READABLE FORM WITHOUT THE PRIOR WRITTEN CONSENT OF ELECTRONIC
ARTS LIMITED, PO BOX 181, CHERTSEY, KT16 0YL, ENGLAND.
ELECTRONIC ARTS MAKES NO WARRANTIES, CONDITIONS OR REPRESENTATIONS EXPRESS
OR IMPLIED, WITH RESPECT TO THIS MANUAL, ITS QUALITY, MERCHANTABILITY OR
FITNESS FOR ANY PARTICULAR PURPOSE. THIS MANUAL IS PROVIDED “AS IS”. ELECTRONIC
ARTS MAKES CERTAIN LIMITED WARRANTIES WITH RESPECT TO THE SOFTWARE AND THE
MEDIA FOR THE SOFTWARE. IN NO EVENT SHALL ELECTRONIC ARTS BE LIABLE FOR ANY
SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES.
THESE TERMS AND CONDITIONS DO NOT AFFECT OR PREJUDICE THE STATUTORY RIGHTS
OF A PURCHASER IN ANY CASE WHERE A PURCHASER IS A CONSUMER ACQUIRING GOODS
OTHERWISE THAN IN THE COURSE OF A BUSINESS.
Limited Warranty
Electronic Arts warrants to the original purchaser of this computer software product that the
recording media on which the software programs are recorded will be free from defects in materials
and workmanship for 12 months from the date of purchase. During such period defective media will
be replaced if the original product is returned to Electronic Arts at the address at the rear of this
document, together with a dated proof of purchase, a statement describing the defects, the faulty
media and your return address.
This warranty is in addition to, and does not affect your statutory rights in any way.
This warranty does not apply to the software program themselves, which are provided “as is”, nor
does it apply to media which has been subject to misuse, damage or excessive wear.
Software © 2001 Dreamtime Interactive Productions Pty Ltd. Documentation © 2001 Electronic Arts
Inc. All rights reserved. Shogun Total War and the Total War logo are trademarks or registered
trademarks of Dreamtime Interactive Productions Pty Ltd. in the United States and/or other countries.
All rights reserved. Electronic Arts and the Electronic Arts logo are trademarks or registered
trademarks of Electronic Arts Inc. in the US and/or other countries. DirectX, Direct 3D,DirectSound,
DirectDraw, Windows and Microsoft are either trademarks or registered trademarks of Microsoft
Corporation in the United States and/or other countries. QSound and the Q Logo are registered
trademarks of QSound Labs, Inc. "Environmental Audio" is a trademark and the Environmental Audio
Logo is a registered trademark of Creative Technologies Ltd. All other trademarks are the property of
their respective owners.
70
Notes
71
Notes
72