Total War: SHOGUN 2

Total War: SHOGUN 2

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Nightman20 Feb 2, 2022 @ 9:46pm
has anyone had a good experience with rots?
any mod suggestions for it?
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Showing 16-30 of 43 comments
Farewell Feb 13, 2022 @ 6:28am 
ROTS got some advanteges via more balanced research and agent/generals trees. Building towns more interesting.
BUT ROTS unit roster is very limitead and not balanced.
Foot samurai is so strong and fills multy roles that there is no reason to build ANY other units than footsamurai. If u recruit them in province with upgraided blacksmith and camp for +melee. Just imagine ranged unit stronger stats than bow warrior monk from vanilla Shogun 2 AND havin' stats higher then Catana Samuras. They just too strong overal
That makes gameplay experience too straightforward.
Very litte playable clans (only 6) also limits replayability.
AI spaming tons of naval ships even harder in Vanilla S2.
Now its 3 Clans working the same way as religion in Vanilla S2 and u have to convert emeny province with really slows your advantage conquering enemy. Im playng on Very Hard and havin to sit in every taken town for 4-5 tunrs yo get >50% my clan religion OR they will rebel hard if i leave.
Fire_w_Fire Feb 13, 2022 @ 8:11pm 
Using the Junatoshi agent (think that's the right spelling) to sway allegiances of the clans and buying settlements was a neat experience to avoid having to duke it out with every faction and their allies.
markeason Feb 14, 2022 @ 4:00am 
Originally posted by Fire_w_Fire:
Using the Junatoshi agent (think that's the right spelling) to sway allegiances of the clans and buying settlements was a neat experience to avoid having to duke it out with every faction and their allies.

^^^ This ^^^
BastardSword Feb 14, 2022 @ 7:31pm 
Some tips and advice about how to play ROTS could be useful, instead of "you're doing it wrong" or "just use junsatsushis." What is the best way to use them? I've tried and it didn't seem to help me though I can't remember why, it's been like 2 years since I played the game last.

Once thing I do remember is that using shirabyoshis to stop enemy armies was really useful, because I kept getting spammed by NPC clan armies over and over again.

Again from what I remember about playing ROTS on hard, the worst thing was the tiny movement range of my armies, and the fact that NPC clans kept attacking me over and over again with garbage armies that I couldn't easily reach (hence the shirabyoshi ****blocking being so useful). The fact that 2/3rds of the map hates you from the start and the other 1/3rd probably eventually hates you kept making clans declare war on me and invade me over and over again.

How do you make the whole map like you and stay on your side and stop attacking you?
Smoothhoof Feb 15, 2022 @ 12:58am 
Originally posted by BastardSword:
Some tips and advice about how to play ROTS could be useful, instead of "you're doing it wrong" or "just use junsatsushis." What is the best way to use them? I've tried and it didn't seem to help me though I can't remember why, it's been like 2 years since I played the game last.

Once thing I do remember is that using shirabyoshis to stop enemy armies was really useful, because I kept getting spammed by NPC clan armies over and over again.

Again from what I remember about playing ROTS on hard, the worst thing was the tiny movement range of my armies, and the fact that NPC clans kept attacking me over and over again with garbage armies that I couldn't easily reach (hence the shirabyoshi ****blocking being so useful). The fact that 2/3rds of the map hates you from the start and the other 1/3rd probably eventually hates you kept making clans declare war on me and invade me over and over again.

How do you make the whole map like you and stay on your side and stop attacking you?

Good questions. I would always stick with my sister clan for a good while, allied to clans they are allied with to lock everyone in and reduce backstabbing. Makes having vassals problematic but you have to turn of these clans eventually anyway. As your allies expand they are converting provinces for you.

When bribing provinces, if the clan has one province it's easy, they just switch to you and field armies disappear, but if you can catch their army in the settlement they join you, though some might become rebels (I forget). If they have multiple provinces you have to try and get them all in one turn, bribing as many of the major provinces you have agents for, while having armies ready to occupy the minor ones, working out a sequence so that their field armies are disbanded from the map, if that makes sense. If it takes more than one turn, you might have to fight them, but the shirobyashi can hold their armies in place while you position your agents for the next round of bribery.

Another thing is that while you can bribe a one province clan with no consequences, if they have more than one province bribing one will trigger war so be careful that doesn't mess up your alliances.

Does that help?
Last edited by Smoothhoof; Feb 15, 2022 @ 1:17am
markeason Feb 15, 2022 @ 3:45am 
Try a short campaign as the Fu*uhara Taira (I've just fired one up this morning to remind me).

[Short because like all campaigns, it gets a bit tedious in the late stages].

You start with excellent provinces (Kii, Settsu and Kyoto); two vassals and your sister clan as an ally. You also start with a junsatsushi (I had to look that up) and the ability to recruit a monomi. You are able to recruit naginata attendants from the get-go with clan traits that give them +1 armour and -20% upkeep cost.

The only downside to the clan is the Daimyo has a trait that cancels out the +1 morale boost he normally gives, but then again he has +10 to diplomatic relations.

With all of that, it's possible to play this as a very aggressive clan and go on the offensive from Turn 1 but, instead, kick-back, develop your provinces and recruit some more agents. Research the Buka arts to get techs for improving provinces and relations. Go for economy and growth buildings - be sure to get a clan estate early so that you can get an early Shirabyoshi and stick her in a town to increase growth.

Improve forts when food allows so that Kii and Kyoto can both have clan estate chain (for tax boost) and Barter exchange for growth and Junsatsushi. Fields improve to dry fields not pastures, again for growth. Growth by mid-game will be unprecedented in this game.

When your first junsatsushi levels up, send him off to a red clan sympathiser and have them join you - Tajima is a good bet.

I develop three small armies 3 x bow levy, 2 x naginata levy, 3 x naginata attendant - and have them all based in / around Kyoto so they can move out in any direction and / or combine to provide a decent stack.

I tend to go for the Town Watch on the Tadokoro chain (unless a recruitment province) for the additional retainers and the repression bonus.

If you haven't met a clan they cannot hate you - or at least you will not know that they do :)

There is no need to go looking for trouble, it will come eventually. When it does or, if you fancy taking on a neighbouring clan, use your belligerent sister clan as a route into a war so as to avoid the target clan's allies being able to join.

I used this as a way to get into a war with the Shinmen who owned Tamba and Tango provinces and were at war with my sister clan. Two of my armies took the poorly defended Tamba province, while my Junsatsushi (who had been preparing the ground-work for a few turns) persuaded Tango to join me.

The sister clan then decided to have a go at one of my vassals. Suits me. Side with the vassal to maintain my diplomatic good standing.

Mistakenly sensing my weakness, the Isonokami clan (Iga province) has also declared war on me and my vassals (understandable, they are Ambitious / Treacherous and have nowhere else to expand - if I was playing aggressively they would have been the first province to target for expansion as they have no allies and it would stop them getting monomi).

Oh, yeah. Trading. My only trade partners are/were my vassals and my former allied sister clan. I could have set up trade agreements with many other clans - and would have done if I was playing aggressively - in order to raise quick cash. But the way I am playing, I have no trade resources yet and have opted to base the economy on taxation of well developed provinces.

On Turn 20, I have 6 provinces, two acquired by Junsatsushi, one by war. I have had one battle, to my shame I auto-resolved it for expediency (I prefer RotS battles to the base game, they tend to be slower paced and the levy units are more brittle*). I have a little over a full stack army 2 Junsatsushi, 2 Shirabyoshi and a monomi. I am making about 2500koku/turn and have growth of about +12 in Kyoto and Kii.

I haven't even looked to see what the victory requirements are yet.

*The low morale of levy units makes them very prone to routing, bemoaned by many players. The answer is to ensure they are within the General's radius and, if possible, recruitment of naginata levys in particular, from a morale giving source (Holy site, with encampment) can be more useful than giving them extra armour / melee from a blacksmith - a mix of the two is fun to play with, first line with the morale boost, second line with improved armour/melee.

On movement, focus on developing the economy. Growth will allow it to snowball. Expand at a leisurely pace. You will find you will be able to afford so many armies that movement ceases to be an issue. By late game, you will have a full stack in every province (well, almost).
Last edited by markeason; Feb 15, 2022 @ 3:50am
markeason Feb 15, 2022 @ 10:13am 
Now at Turn 46.

https://steamcommunity.com/sharedfiles/filedetails/?id=2754596689

Not exactly everyone's best friend, but at war with no-one. Not bad considering I got hit with a -25 diplomatic penalty I had forgotten about around Turn 25 when some Taira dude inherited the throne (had totally forgotten about that).

Hold 9 provinces (+2 vassals) for 11/25 required provinces.

I still have my two starting vassals but sadly, I had to say goodbye to my sister clan after she broke our alliance - unforgivable.

My Junsatsushis are out spreading the good word, so that when I am ready, I should be in a position to strike and take about 8 provinces in a single turn to close out the game. I have to take 6 more before that, but there is plenty of time.

I have expanded my trading partners to include those that are friendly, to keep them that way, and those that are destitute / on the brink of destruction as they will not bother me either way.

Apart from the unexpected diplomacy malus, it has been an entirely uneventful campaign - so far . . .
Last edited by markeason; Feb 15, 2022 @ 10:14am
Messsucher Feb 15, 2022 @ 1:06pm 
Good job.
markeason Feb 16, 2022 @ 3:15am 
Turn 60

https://steamcommunity.com/sharedfiles/filedetails/?id=2755200607

Well, what do you know. On Turn 47, the turn after the previous update I was betrayed by one of my vassals, the Sasaki clan in Omi province. The surprise was that it took them so long given their ambitious / treacherous traits.

Sadly, (for them), they mistook my apparent weakness for opportunity, but failed to realise that my armies remained around Kyoto to deal with exactly this sort of threat. They were shown no mercy, but the Sugawara clan decided now was the time to strike against me (they are the clan that I was teeing up for some Junsatsushi action).

I allowed them into Omi while I took Wasaki (by force), and Echiznen and Kaga (by agent). I could take Omi back but I am perilously close to the fame limit (1 maybe 2 more provinces at most) so I was wondering what to do, when an army of a friendly clan appeared in the province. I withdrew from the siege and moved into supporting distance of this new army which subsequently assaulted the province with my support and I now have a friendly (non-allied) neighbour - so much easier to get along with than the former vassal.

I am friends with about half the map (by area) and remain at war with the Sugawara (it is useful for my agents to be able to rack up experience against them).

The only major clan I have been at war with is my sister clan. The only time I have been at war with more than one clan was for a turn or two when the Sugawara declared war on me before I had finished off my former vassal.

I could be recruiting heavily ready for a push to get the 12 provinces I need for victory, but I am happy to keep developing provinces, making friends and researching techs for the time being, maybe some of the other major clans can be encouraged to get into conflict with each other.

The main aim of this play-through was to demonstrate the fallacy of the proposition that within a few turns all of Japan is against you in FotS, That only happens because the player's actions causes it to happen.

There are about 40 turns to go which is plenty of time.
Smoothhoof Feb 16, 2022 @ 3:47am 
Originally posted by markeason:
Turn 60

https://steamcommunity.com/sharedfiles/filedetails/?id=2755200607

Well, what do you know. On Turn 47, the turn after the previous update I was betrayed by one of my vassals, the Sasaki clan in Omi province. The surprise was that it took them so long given their ambitious / treacherous traits.

Sadly, (for them), they mistook my apparent weakness for opportunity, but failed to realise that my armies remained around Kyoto to deal with exactly this sort of threat. They were shown no mercy, but the Sugawara clan decided now was the time to strike against me (they are the clan that I was teeing up for some Junsatsushi action).

I allowed them into Omi while I took Wasaki (by force), and Echiznen and Kaga (by agent). I could take Omi back but I am perilously close to the fame limit (1 maybe 2 more provinces at most) so I was wondering what to do, when an army of a friendly clan appeared in the province. I withdrew from the siege and moved into supporting distance of this new army which subsequently assaulted the province with my support and I now have a friendly (non-allied) neighbour - so much easier to get along with than the former vassal.

I am friends with about half the map (by area) and remain at war with the Sugawara (it is useful for my agents to be able to rack up experience against them).

The only major clan I have been at war with is my sister clan. The only time I have been at war with more than one clan was for a turn or two when the Sugawara declared war on me before I had finished off my former vassal.

I could be recruiting heavily ready for a push to get the 12 provinces I need for victory, but I am happy to keep developing provinces, making friends and researching techs for the time being, maybe some of the other major clans can be encouraged to get into conflict with each other.

The main aim of this play-through was to demonstrate the fallacy of the proposition that within a few turns all of Japan is against you in FotS, That only happens because the player's actions causes it to happen.

There are about 40 turns to go which is plenty of time.

How you getting on converting those bright red 'I hate you' Minamoto provinces? Is there a big fight coming?
markeason Feb 16, 2022 @ 8:10am 
It's the short campaign so I only need 25 provinces, two that I have to get are Awa (on Shikoku) I have an army on the island but may just send a Junsatshui to snag it as a final province. The other one is Sagami in the heart of Minamoto country. I am contemplating a naval landing to take that one, but I may go full bore down through what I think of as Takeda country from Kaga and Mino.

The next province I take will trigger the Realm Divide, so I am building armies now for the final assault. Pretty well every province I take after that I will make a vassal to avoid the worry about clan loyalty and allow me to move quickly.

My Junsatshuis have just finished clearing up an increased Minamoto influence spread event that caught me unprepared - it was down to an earlier event about writing and publishing the clan history. Unfortunately I use a large font mod so I can read but it truncates the text - so I was not sure what I was selecting for this event. I certainly didn't expect it to come back and give me 5 or 6 turns of Minamoto influence rising by +3.0 per turn in ALL my provinces, those without clan estates got to about 30% which had me sweating - and grateful that I only had a dozen provinces. Kudos to the developers - that event was a nice touch.

With that under control, my plan is to spend a couple of years banking some cash and building armies, while my Monomi scout out the Minamoto lands to see where their armies are and give me eyes on the best route / timing for invasion. I am relieved to see that the Minamoto and Fujiwara clans are now at war so I am happy to let that play out for a bit.

At some point I will take the agents out of the towns and set them to work in the area I intend to go for. But for the time being, the Sou are demoralising armies to level up and the Shirabyoshis are growing town wealth.

All in all it's been an enjoyable game.
Last edited by markeason; Feb 16, 2022 @ 8:11am
markeason Feb 16, 2022 @ 3:34pm 
Turn 84 - Chose to trigger Realm Divide because I had a high quality enemy stack isolated and at my mercy.

But it meant a re-think of my plan for the end game.

Instead of a naval invasion of Sagami I thought I'd try an overland route - but without fighting my way through.


Because I had maintained good relations with everyone, I had a number of clans with diplomacy ratings over 100 so I picked Ii to the east and Urakami to the west and allied with each of them, for an extra 100 on the diplomacy score.

These two clans were both ambitious with questionable integrity and I would not have entertained this on a long / domination campaign, but I figured I would be done in about 5 turns so, as long as I got the diplomacy score as high as I could, I should be ok.

I selected Ii because it held provinces from Omi down to Sugara, giving me a clear passage to Sagami. I added unlimited access to the alliance deal and as long as the agreement held, I had my route.

Next, I agreed to join Ii in its war against Kiso Minamoto (major clan) another 100 points on the diplomacy score.

Finally, I arranged the marriage of my daughter to Ii clan for another 100 points. A total of 413. With RD causing a loss of 25 points then losing ~5 / turn, the alliance should hold for a more turns than I could ever need.

I selected Urakami on the other flank because I didn't want to be fighting them and they would provide a good buffer between me and the Ito from Kyushu.

I had no daughter for the Urakami, and it was a minor clan that I joined them in war against, but it still got me to 259 diplomacy points.

Agreeing to join their wars was a no-brainer as the clan would declare war on me as soon as I triggered RD anyway.

Having triggered RD, the clock was running.

On Shikoku, my army remained static and was used for demoralisation training by the enemy Sou, meantime my Junsatsushi bagged all the provinces for about 2-3,000 koku.

My army in Kaga took Etchu (to trigger RD), then Noto before turning down through Hilda, North Shinano and finally Kai - making vassals in all provinces except Etchu and North Shinano.

My central army took and vassalised Mino province but made no progress into south shinano as the Minamoto had a strong army there that I was content to repeatedly sabotage rather than fight. This army did nothing else.

My southern army taking the coast road for Sagami was slow because of poor roads and skipped Izu to go straight for Sagami before the Minamoto could consolidate forces there. It went on to take Musashi province afterwards while the army from the north took Kai to complete the campaign on Turn 90.

The campaign ended with my two allies firmly intact and 6 vassals, one of which had been with me since Turn 1 of the game.

https://steamcommunity.com/sharedfiles/filedetails/?id=2755748516

The campaign difficulty was Hard, because I didn't want to have to work too hard at it, but nothing about it couldn't have been achieved at a higher difficulty.

So, the point of all this, was simply to show that the Diplomacy system of RotS, like that of the base game, works just fine. Everyone doesn't declare war on you on Turn 15 - unless you give them a reason to.

For a short campaign, early vassals can be maintained through to game end. and alliances made before RD, can be maintained until the end of the game - if you're quick.

The only diplomatic surprise I can think that this campaign threw at me was that the vassal with the treacherous trait remained my vassal so long. I suspect that this is because I kept a strong force in the neighbourhood and it needed to get its own forces to a predetermined strength ratio, relative to my local forces, before it would declare war against me.
Last edited by markeason; Feb 16, 2022 @ 3:41pm
the orgazoid Feb 16, 2022 @ 8:32pm 
Originally posted by markeason:
Originally posted by the orgazoid:
i dont think its been balanced well at all, every clan declares war on you by turn 15, and you have to choose between a walled city or a unit of levy spears otherwise your bankrupt

https://www.youtube.com/watch?v=XWxfFNcd2DA

Screenshots from Turn 22 of campaign.

https://steamcommunity.com/sharedfiles/filedetails/?id=2750720239

https://steamcommunity.com/sharedfiles/filedetails/?id=2750720132

No enemies.

Still got starting ally.

Still got starting vassals.


Nine agents recruited.

Recruiting naginata attendants by the bucketful.

https://steamcommunity.com/sharedfiles/filedetails/?id=2750725374


Provinces developing and growing nicely.

https://steamcommunity.com/sharedfiles/filedetails/?id=2750729164


Genuine question. Have you actually played the game?
no i just come on steam and pick a random game
markeason Feb 17, 2022 @ 1:38am 
Originally posted by the orgazoid:
no i just come on steam and pick a random game


Cool.

I hope you found something helpful in this. The game is more sophisticated than people give it credit for and the diplomacy can and will work for you.

Everything that happens is a direct response to player inputs, so if multiple AI clans are dog-piling into you at Turn 15, there will be something you have done/not done, to elicit this response.

If something unexpected happens, ask yourself whether it was a consequence of an input you made and figure a different way to achieve your goal.

I was surprised at being able to maintain a vassal of different clan loyalty through 90 turns of gameplay (I did throw them 1000 koku on turn 89 as their diplomacy rating was becoming negative, but it was probably not necessary as the game finished next turn).

I have also never previously thought to make allies immediately before triggering RD but it seems a very effective move for a short campaign.
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Date Posted: Feb 2, 2022 @ 9:46pm
Posts: 43