Shogun: Total War

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Shogun Total War is the first game in the Total War franchise. The player assumes control over a daiymo, and attempts to gain control over all of Japan in a Historical RTS featuring turn based elements as well.

Overview

Shogun: Total War is the first game in Creative Assembly's Total War Series.  The gameplay includes a mix of Risk like strategy gameplay with the game switching into a Real Time Tactical battle to resolve conflicts.  Shogun is based in the Sengoku period of Japan and Sun Tzu's The Art of War is a central concept to the game, it is quoted in loading screens and the AI is designed around its principles.

Gameplay

Shogun: Total War is divided into turns.  At the beginning of each turn each faction will decide what units and buildings to construct in which regions and then move their armies.  When the end turn button is pressed each factions orders are executed simultaneously, if two opposing armies occupy the same territory the outcome of the battle can either be determined automatically or the player can switch to a real-time tactical battle.  Turns also are divided into the 4 seasons with weather and wind conditions affected and in turn this weather affects elements of the tactical battles.

Terrain and weather play huge roles in the tactical battles. Ranged units on higher ground gain large rage bonuses, melee units are effective and units attempting to climb up the incline will suffer a huge speed penalty. Calvary units lose maneuverability and effectiveness in forests and lose speed in winter environments when its likely to be snowy.  Also rain effects ranged units with bows becoming less effective and guns failing to work altogether, forests also vastly decrease the chance of ranged units hitting units within the forests as missiles are blocked by trees.  These elements also mean that the deployment phase is extremely important as factions with the high ground can usually defeat a force up to twice their size.

All units have an honor rating, honor is an experience level of the unit with higher honor level units becoming far more effective in battle and less likely to rout when they take heavy loses.  Generals also earn a honor rating that is dependent upon their success in battle, this in turn bestows bonuses on the armies he is commanding.  This encourages the player to preserve his elite units as throwing them into enemy lines will both lose you the elite unit and also increase the honor of your enemy's unit.  Units can earn honor in multiple ways, training in certain provinces or in higher level buildings can increase their honor but the most common way is to earn honor is to defeat enemy units in battle.

Another element to the strategic half of the game is the agent units.  These units are training exactly like regular units but they each have different functions.  Emissaries are used to negotiate treaties with opposing factories, spy's can be used to see the strengths of units in enemy regions, but by far the most famous is the assassin.  The assassin can be used to kill specific characters such as spy's or generals.  A general with a very high honor might be next to impossible to kill on the battlefield, but using the assassin to kill him while he sleeps can confuse and disorientate his army and leave them leaderless and very vulnerable in battle.  The unique thing about the assassin is that each assassination mission they are sent on is accompanied by a video of the assassin attempting to eliminate his target.  These videos show either the assassin killing his target or the target catching and killing the assassin.

Playable Factions

There are seven playable faction in Shogun: Total War: Shimazu (green),  Mori (red), Oda (orange), Imagawa (light blue), Takeda (black), Hojo (purple) and Uesugi (blue).

Shimazu

The Shimazu are based in a secure location in the south-east of the map. They maintain control of the province of Satsuma, which is famous for its
No-Dachi Samurai.
Starting Units:
3 Yari Samurai
3 Samurai Archers
2 Yari Ashigaru
Strategic Advantage:
They can train and maintain No-Dachi Samurai for a lower cost.

Mori

The Mori has a great respect for tradition and religion and inspire fanaticism among their Warrior Monks. They are in the north of the map slightly to the west. They start with the province of Iga which has rich silver deposits which can be exploited by building mines.
Starting Units:
5 Yari Samurai
5 Samurai Archers
2 Yari Ashigaru
Stragic Advantage:
The can train and maintain Warrior Monks for a lower cost.

Oda

The Oda operate on a broad battle plan: leave no one alive, they are know for their ferocity and are willing fight rival clan or monk alike in their persuit of power. They begin with the province of Iga and Kii, the former is famous for its Ninjas and the latter is famous for its strong yet rebellious Warrior Monks. The are based just west of the centre of the map.
Staring Units:
10 Yari Ashigaru
6 Samurai Archers
Strategic Advantage:
They can train and maintain Yari Ashigaru for a lower cost.

Imagawa

The Imagawa occupy the centre of the map which although it offers them stratigic advantages it also means that they are surrounded which means they must use other methods, such as diplomacy, to succeed, the also have provinces in the top left of the map. The begin with the province of Totomi which is famous for the skills of its archers.
Starting Units:
6 Samurai Archers
6 Yari Samurai
2 Ninja
Strategic Advantage:
They can train ninja and shinobi for a lower cost.

Takeda

The Takeda are ruthless masters of the traditional arts of war, using any means necessary. They are famous for the ferociousness of their cavalry. Their territories are divided, one section is just left of the centre of the map and the other is just to the right. The province of Kai which they possess has rich veins of gold, which can be utilized, and Aki has rich veins of silver. They also possess Sagami which is one of the richest provincies in japan.
Starting Units:
4 Yari Samurai
1 Samurai Archers
3 Cavalry Archers
3 Yari Cavalry
Strategic Advantage:
They can train and maintain Cavalry for a lower cost.

Hojo

The Hojo have a long a pround history, they were once Shoguns of japan, fighting away the Mongolian hordes. They prefer to rely on wealth, fighting prowess and mighty fortresses, rather than other methods such as diplomacy. They possess the territories Musashi, Kozuke and Hitachi which are some of the most fertile lands in Japan. They also control the Shimotsuke which has copper deposites which can be exploited. They are based in the top right of the map. The provinces of Dewa, Mutsu and Echigo are rich and productive
Starting Units:
2 Yari Samurai
4 Samurai Archers
2 Yari Ashigaru
Strategic Advantage:
They can build castles for a lower cost.

Uesugi

The Uesugi are experianced tough warriors with wise generals. They are based in the top right of the map. They possess the provinces of Dewa, Mutsu and Echigo are rich and productive. In addition to this Dewa is rich in gold and Echigois rich in silver. Also they have Shinano which is famous for its cavalry.
Starting units:
3 Yari Samurai
4 Samurai Archers
2 Yari Ashigaru
Strategic Advantage:
They can train and maintain Archers for a lower cost.

Unplayable Factions

Rebels

These are made up of smaller neutral clans which fight for their independence, Ronin: Samurais with out masters looking for honor and wealth, rebellious peasants and even fanatical warrior monks. They cannot be controlled as they are not grouped together under one leader.

Battelfield Units

These are the units that are availiable for you to use on the battlefield.

Yari Ashigaru

These are common conscripted foot soldiers, which carry spears. They aren't very strong or durable, but they are quite cheap. They require a Spear Dojo to train them.
Attack factor: -1
Defense factor: -1
Armor: 2
Morale bonus: -4
Walk speed: 7
Run speed: 12

Yari Samurai

These are spear carrying, heavily armored samurai, which can be quite effective against cavalry. They require a Spear Dojo to train them.
Attack factor: 0
Defense factor: 2
Armor: 3
Morale bonus: 2
Walk speed: 6
Run speed: 10

Samurai Archers

Samurai Archers are the main long range unit through out the game. An Archery Dojo is required to train them.
Attack factor: 0
Defense factor:0
Armor: 1
Morale bonus: 0
Walk speed: 6
Run speed: 10

No-Dachi Samurai

They are foot soldiers’ which carry large swords, but they are lighlty armored and are vulnerable to ranged attacks. A Sword Dojo is required to train them.
Attack factor: 5
Defense factor: -2
Armor: 1
Morale bonus: 8
Walk speed: 7
Run speed: 12

Warrior Monks

These are one of the most powerful infantry units in the game. They carry a shrine as a standard which makes other units (apart from Christian units) reluctant to attack them. A Buddhist temple is required to obtain them.
Attack factor: 5
Defense factor: 2
Armor: 1
Morale bonus: 8
Walk speed: 7
Run speed: 12

Naginata

The Naginata is the most heavily defended infantry unit in the game, yet they are very slow. An Armory and a Famous Spear Dojo is required to train them.
Attack factor: 0
Defense factor: 6
Armor: 5
Morale bonus: 4
Walk speed: 4
Run speed: 8

Yari Cavalry

Yari Cavalry are basic cavalry which carry spears, they are vulnerable to tightly packed formations of infantry spearmen. A Spear Dojo and a Horse Dojo are required to train Yari Cavalry.
Attack factor: 2
Defense factor: 2
Armor: 3
Morale bonus: 2
Walk speed: 10
Run speed: 24

Cavalry Archers

Archers on the back of horses, but they are not as accurate as Samurai Archers. The Archery Dojo and a Horse Dojo is required to be able to train Cavalry Archers.
Attack factor: 1
Defense factor: 2
Armor: 3
Morale bonus: 0
Walk speed: 8
Run speed: 20

Heavy Cavarly

They are powerful mounted units which carry swords. Usually the faction leader (Daimyo) and the Taisho (generals can be the daimyos heirs) appear in groups of 11 heavy cavalry. A Famous Horse Dojo is required to train them as well as an Armory.
Attack factor: 2
Defense factor: 6
Armor: 5
Morale bonus: 4
Walk speed: 8
Run speed: 20


Arquebusiers

These troops use early primitive guns acquired from Dutch and Portuguese traders, they do not work in wet weather due to the powder getting damp and the matches (firing mechanism) getting put out. They require a treaty with the Dutch or the Portuguese plusa Dutch Trading Post or a Portuguese Trading Post plus depending on who you treat with.
Attack factor: -6
Defense factor: -3
Armor: 2
Morale bonus:  -4
Walk speed: 7
Run speed: 12

Musketeers

These are similar to Arquebusiers except the have a higher rate of fire. As well as the requirements for Arquebusiers a gun factory is also required
Attack factor: -6
Defense factor: -3
Armor: 2
Morale bonus:  -4
Walk speed: 7
Run speed: 12

Non-Battlefield Units

These units are political tools as well military tools,  they can give you a significant military advantage.

Emissary

Emissaries can offer treaties, alliances, or ceasefires to other Daimyos on behalf of your Daimyos. They require a Tranquil Garden to be trained.

Ninja

A Ninja is an assassin/ spy who operate covertly in an enemies province. He can assassinate generals and heads of armies yet if he is inexperienced, he will usually fail against generals with higher honor. A Ninja House is required to train them.

Shinobi

A Shinobi is a Spy/ Counter Spy he may detect undercover agents in your own territories. He can also gain information such as troop numbers as well as dissolving loyalty towards the Daimyo of the enemy province he is in. A Tea House is required to train a Shinboi.

Geisha

These play a similar role to the Ninja only they have more chance of being successful of killing higher officials. A
Legendary Tea House, a Tranquil Garden, and an Infamous Ninja House are required to train one.

Useful links



Game Name Shogun: Total War
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Original US Release June 13, 2000
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