Total War: SHOGUN 2

Total War: SHOGUN 2

View Stats:
hastatus Dec 19, 2020 @ 3:51am
Instill Fear Trait
Does having more than one of these stack?

Takeda Shingen has this by default and I'm thinking is there any point in getting the rank 6 Intimidating skill or is it going to waste?
< >
Showing 1-15 of 22 comments
Mile pro Libertate Dec 19, 2020 @ 3:49pm 
Iirc they don't stack, and Shingen's trait is basically the same as the skill tree trait.
異奇粗乃丸 Dec 19, 2021 @ 3:48pm 
Originally posted by Mile pro Libertate:
Iirc they don't stack, and Shingen's trait is basically the same as the skill tree trait.
:steamthumbsup:
so intimidating, normal general only need to have one point enough right? cuz that can't Grand total
and rank 1 strategist I must be have 3 points cuz it will Increase the general's influence by 15% (including Intimidating right?)
Confused for a long time, please teach me :steamhappy:

btw
so 12 point I will select
strategist 3、Poet 1 、cavalry commander 1 、Honoutable 1、Field Attacker 1、 Infantry Leader 1 、 Intimidating 1,Asisiguru Commander 3 make better Generals fit for Field war
Last edited by 異奇粗乃丸; Dec 19, 2021 @ 3:49pm
markeason Dec 19, 2021 @ 7:13pm 
Originally posted by Между нами кайф:
Originally posted by Mile pro Libertate:
Iirc they don't stack, and Shingen's trait is basically the same as the skill tree trait.
:steamthumbsup:
so intimidating, normal general only need to have one point enough right? cuz that can't Grand total
and rank 1 strategist I must be have 3 points cuz it will Increase the general's influence by 15% (including Intimidating right?)
Confused for a long time, please teach me :steamhappy:

btw
so 12 point I will select
strategist 3、Poet 1 、cavalry commander 1 、Honoutable 1、Field Attacker 1、 Infantry Leader 1 、 Intimidating 1,Asisiguru Commander 3 make better Generals fit for Field war

That is correct. One point in Intimidating gives the instils fear in enemy. The second point increases repression in the province on the campaign map and doubles the reduction bonus for resistance to invaders in provinces captured.

My choice for General promotion would be

Strategist: 3 points

Infantry Leader: 3 points - (the bonuses for levels 2 and 3 applied to units when stand and fight is enabled are substantial).

Stealthy: 3 points - (the ability to fight night battles is useful if the enemy has many stacks as no reinforcements can come to a night battle, so you only fight one stack)

The other three points are situational.

Intimidating is not worth getting for instils fear. The morale penalty is small, it is significant in the early game because the units have low morale. By the time a General has this skill, the units have such high morale that it is not useful.

Cavalry commander - I have tested and tested but never discovered any benefit from the wedge formation for cavalry.

Poet - A 3% bonus to Bushido research rate has no meaningful effect on the rate of research. I assume you take it for access to Honourable.

Honourable - I would only take this in an emergency. Generals gain enough Honour / Loyalty without wasting skills on this.
異奇粗乃丸 Dec 19, 2021 @ 7:58pm 
So nice! thx your support

wedge formation for cavalry, I have same question, This answer is very useful to me also
that always confused me with the change formation or not

Honourable, General loyalty - my General loyalty often is full , so that is make for Intimidating right.

oftenPoet . lv1 is 3% and lv2 is 9% and lv3 is 12%..so if I think lv2 is Optimal performance!

any way, thank your suggestion
I think I will change become
like that
- Infantry general for regular army
Strategist: 3 points
Infantry Leader: 3 points
Stealthy: 3 points
and Asisiguru Commander: 3 points

- Rider general for steal Enemy general or empty castle and
strategist 3、Poet 2 、cavalry commander 1 、Honoutable 1、Field Attacker 1、 Infantry Leader 1 、 Stealthy 3 (I still have faith in Intimidating . Since reducing morale is low, maybe adding and subtracting night battles will help?)

- Navy general for steal empty castle from sea way ?
strategist 3、admiral 1、Stealthy 3、warrior 1 diehard fight 1 master jwordsman 1、Pirate 2(lazy fight in sea, so I always use auto fight)
Last edited by 異奇粗乃丸; Dec 19, 2021 @ 8:18pm
House of Rahl Dec 20, 2021 @ 1:24am 
just my 2 cents but id go for inspirational with your spare points.

3 strategist
3 infantry leader
1 poet
1 religious
1 honorable
3 inspirational

stealthy is nice to 1v1 battles, but inspirational on all your generals will let you field more expensive and/or more numerous armies and they will recover much faster from battles. if your on the offensive the rally boost can be handy too. id use basically the same build for a fleet admiral, just sub out infantry leader for admiral. lowering the cost of those crazy fleets is a priority. they can bankrupt you pretty fast.
Last edited by House of Rahl; Dec 20, 2021 @ 1:30am
BastardSword Dec 21, 2021 @ 1:49am 
I always go down the middle and put one point in the extra movement range, then max out stealthy for night attack at level 3, then infantry commander. After that I go for ashigaru commander, but by that point it's pretty superfluous because you're already at command level 5 and all your troops already have insanely high morale as a result. When my general is level 6 I then go for the reduction in besieging time but I rarely ever get to use it.

Really as long as you have Night Attack and Stand and Fight, you can do whatever you want with the other points. Everything else is fluff. If your general is level 3 or 4 then their troops will be pretty godly, and if they are level 5 or 6 they are basically invincible.
BastardSword Dec 21, 2021 @ 1:53am 
As for increasing morale in your own troops or instilling fear in enemy troops, this is really only useful if you have a low level general, like level 1 or 2. For example, Takeda Shingen instills -1 morale in enemy troops, and Uesugi Kenshin has +1 morale for his troops. But once any generic general is around level 3 or 4, their troops have such high morale that it doesn't really matter.

Morale does come into play if you have say a level 3 or 4 general against a level 5 or 6 enemy general. But this is pretty rare. Usually you can just bait them into attacking you in a castle and easily defeat them. If you did this with a level 1 or 2 general you'd probably lose because the enemy troops would have such high morale and attack/defense bonuses.
markeason Dec 21, 2021 @ 2:12pm 
Spent a long time today going through game mechanics for morale.

The first nuggets are as follows:

Instil fear reduces morale of enemy unit that is within the General's radius (see figure) by -4. Having two generals with this trait both approach an enemy unit does not increase the morale penalty.

https://steamcommunity.com/sharedfiles/filedetails/?id=2689413461

Initially a Missionary demoralising an army before a battle, reduces the morale of all units in the enemy army by -1.

When the Missionary reaches level 4, this increases to -2.

At level 7 (level 5 and 2 points in Hellfire and Brimstone; or level 6 and 1 point in Hellfire and Brimstone) it increases to -3.

At level 10 (level 6 and 3 points in Hellfire and Brimstone), it is the maximum value of -4 to the enemy morale.

I assume this will be the same for monks.


Demoralising by the monk stacks with the General's Instil Fear, so enemy units within the General's radius will be subjected to a potential total -8 morale penalty. Not too shabby.

Throw in a warrior monk's warcry for another -4 penalty to up to 4 affected units and the enemy are going to struggle to stand their ground. They break when their adjusted morale hits about -5.

Timed right and in the appropriate place, have the General with the instil fear ability appear on the enemy flank (another -2 morale) or, better yet, charge them in the rear (-6 morale) and a chain rout can be engineered. Even if he just rides along the line without attacking, the enemy are going to have problem with units wavering if not breaking.

I am beginning to think that the instils fear skill, if coupled with a monk skilled in demoralisation, might make for an interesting combo for one army. Problem is, I rarely get a General to level 6 in a campaign I need to go back to putting them on boats to get their experience up.
Last edited by markeason; Dec 21, 2021 @ 2:16pm
BastardSword Dec 21, 2021 @ 2:19pm 
But any +1 morale boosters from a general affect all the troops regardless of their position in the field right? I never knew that instill fear was based on the general's influence radius. I assume it's the same in FOTS, you can get an instill fear trait in the right side of the general upgrade tree I think, or from retainers like the SCARY ACCORDION.
markeason Dec 21, 2021 @ 3:31pm 
That's right. If the General (all Daimyo's start with it) has +1 (or more) to morale then it affects the base morale value for all units under his command.

But there's more than that.

On the battlefield the General gives two more, situational morale buffs.

The General has a 'command' rating for his skills. It is one point for each level of experience up to the maximum of 6 plus any points for zeal he has invested in the attribute. For example, the image below shows a level 4 General with 2 points in the Field Attacker skill, giving him a total command rating of 6 when attacking in a field battle.

https://steamcommunity.com/sharedfiles/filedetails/?id=2689465148

So what?

With a command star rating of 6, he provides a bonus of +8 morale to nearby friendly units. If this General was fighting a defensive battle, he would only have his base command rating of 4. The nearby bonus would then be +7.

I won't tabulate all the values here, but even a captain (non General commander) with a command rating of 0, provides a nearby bonus of +3 morale.

The second battlefield bonus is the General Alive bonus.

This smaller than the nearby bonus and, I think it covers the whole battlefield though I have yet to test this. For the Level 4 General with his Field Attacker bonus giving him a command rating of 6 when attacking in a field battle, this gives a further +4 bonus.

As far as I know, these two bonuses are cumulative. So in the above circumstances, this General would provide a total of 8+4 = +12 to the morale of units within his immediate proximity (General nearby).

It is not the penalty for General died recently (-2 morale for AI, -4 for player !!) that causes the armies to break. It is the loss of these two morale buffs he was providing to the army that causes the break.


The data table states that the fear effect range is 40, compared to the General's aura radius of 75, but when I tested it, it was always the centre of the unit coming within the aura that triggered the frightened by enemy unit message. Perhaps there is a unit (without an aura) that instils fear, though I can't think of one off the top of my head. It may even be a legacy line from a prior game.

I'm afraid I can't comment on FoTS as it's not a game I own. Like you though, I would be surprised if it was different to the base game in this regard.
hastatus Dec 21, 2021 @ 3:34pm 
interesting
Markeason, fyi yes, General Alive and General Recently Died are indeed battlemap-wide-modifiers, ie. do not have a radius of influence.

Also, iirc General Recently Died times out.
markeason Dec 22, 2021 @ 12:10am 
Thanks Mile.

I thought that would be the case for the range and our comment saves me having to test it.

General Recently Died does indeed time out after a fairly short time.

"Gone, but not forgot. . . who were we talking about?"

It is then superceded by General Dead penalty of -1 (-2 for the player).

In the event of the principal General in an army dying or fleeing, do you know whether a secondary General (that was with the army not reinforcing it) then assumes his role and provides the General Alive / General Nearby bonuses?

I have only usually had one General in each army as I don't see a benefit to the second, he seems better placed in a reinforcing army that benefits from his skills and gains him experience at three times the rate as he would as a secondary General in an army.
異奇粗乃丸 Dec 22, 2021 @ 6:17am 
Originally posted by markeason:
Thanks Mile.

I thought that would be the case for the range and our comment saves me having to test it.

General Recently Died does indeed time out after a fairly short time.

"Gone, but not forgot. . . who were we talking about?"

It is then superceded by General Dead penalty of -1 (-2 for the player).

In the event of the principal General in an army dying or fleeing, do you know whether a secondary General (that was with the army not reinforcing it) then assumes his role and provides the General Alive / General Nearby bonuses?

I have only usually had one General in each army as I don't see a benefit to the second, he seems better placed in a reinforcing army that benefits from his skills and gains him experience at three times the rate as he would as a secondary General in an army.

thank your experiment, that 's very helpful to me , and I Suddenly it occurred to me that if there are 150 people army
What is the ratio of morale to demoralization?
For example, if morale is deducted to 0, 149 people will collapse?

btw
There are two generals in a team, and only the high-level generals (status?) will have the effect of membership skills, right?
So the second general may only be able to become a general who walks all the way to the right line of skill tree....I think.
or intimidating 1 and right line of skill tree end 2 total is 12
make it like hero rider to used
Eddie G Dec 22, 2021 @ 7:34am 
Originally posted by markeason:
Originally posted by Между нами кайф:
:steamthumbsup:
so intimidating, normal general only need to have one point enough right? cuz that can't Grand total
and rank 1 strategist I must be have 3 points cuz it will Increase the general's influence by 15% (including Intimidating right?)
Confused for a long time, please teach me :steamhappy:

btw
so 12 point I will select
strategist 3、Poet 1 、cavalry commander 1 、Honoutable 1、Field Attacker 1、 Infantry Leader 1 、 Intimidating 1,Asisiguru Commander 3 make better Generals fit for Field war

That is correct. One point in Intimidating gives the instils fear in enemy. The second point increases repression in the province on the campaign map and doubles the reduction bonus for resistance to invaders in provinces captured.

My choice for General promotion would be

Strategist: 3 points

Infantry Leader: 3 points - (the bonuses for levels 2 and 3 applied to units when stand and fight is enabled are substantial).

Stealthy: 3 points - (the ability to fight night battles is useful if the enemy has many stacks as no reinforcements can come to a night battle, so you only fight one stack)

The other three points are situational.

Intimidating is not worth getting for instils fear. The morale penalty is small, it is significant in the early game because the units have low morale. By the time a General has this skill, the units have such high morale that it is not useful.

Cavalry commander - I have tested and tested but never discovered any benefit from the wedge formation for cavalry.

Poet - A 3% bonus to Bushido research rate has no meaningful effect on the rate of research. I assume you take it for access to Honourable.

Honourable - I would only take this in an emergency. Generals gain enough Honour / Loyalty without wasting skills on this.

The wedge formation is useful on the initial charge. Once you hit the enemy lines, you need to turn off wedge formation for prolonged fighting. This is true in all total war games, after wedge you learn diamond formation.
< >
Showing 1-15 of 22 comments
Per page: 1530 50

Date Posted: Dec 19, 2020 @ 3:51am
Posts: 22