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Mostly keep an eye on unhappiness in new provinces you take over, and make sure they are actually converting at a decent rate to christianity. If a province is unhappy then put some units or metsukes there, or turn off taxes, just like with any clan.
your other options:
- build chapels everywhere. They speed up conversion, spread conversion to neighboring provinces, raise happiness, and produce missionaries.
- Missionaries speed up conversion too. Hire as many missionaries as you can, and put them in your provinces that need conversion. Once they level up, give them the "incite unrest" perk and you can turn the entire map gray with rebellions. Going Christian breaks the game because it's honestly too easy to cause rebellions with missionaries. It might be temping early on to give your missionaries perks that inspire towns (increase happiness) or speed up province conversion, but later on you'll use your missionaries to cause rebellions and convert enemy agents, so overall I think it's better to give them perks in incite unrest and converting agents.
- it is useful to get any techs that increase happiness, but almost all of them take a LONG time to research and are really for the end of the game. Zen is a good one to get early on. Later on you might want to get Sumo Tournament. I always get Sword Hunt no matter what clan I am, but usually right before I hit realm divide to help me with taking over provinces quickly. When you hit realm divide as a christian clan you're going to be dealing with provinces not liking your takeover, AND them hating you because they're Buddhist when you take them over. Epic Architecture might be useful around this point for its +1 happiness, but even more useful is Apostolate which gives +1 happiness to all provinces and speeds up conversion.
1 lower taxes to lowest setting. You may need to exempt some provinces temporarily
2 raise your Daimyo honor beyond maximum usable amount first so that it stays maxed when you convert. This will add several points of public order across all territories
3 penalties to public order from religion build up over a series of turns. Provinces usually have to have negative public order for two turns before they rebel (unless an enemy agent or event instigated the rebellion). It is therefore possible to "juggle" public order switching between neighboring provinces every turn. So long as the province is 0 or better public order every other turn it will never rebel (normally), although you your town wealth will deplete that way but if it was low or 0 to begin with that's not an issue.
4 allow rebellions in some provinces, and then crush the rebellions. While this hurts from an economic and development stand point doing so will add a big public order boost to that territory for a good while. Depending on your difficulty that may be enough to completely offset the religious penalties while you convert the populace.
5 sake dens, churches, missionaries, and religious traits on your generals. It's going to be a slow process converting if you're a large clan these won't be enough alone, expect to deal with some rebellions or otherwise be in a difficult situation for a good while.
6 don't convert. The benefits of conversion in this game aren't that great and the penalties are significant. If you really want to play as a Christian clan the Otomo start Christian and have some really good clan bonuses and units to help offset the penalties. Otherwise, either the Shimazu or Chosokabe can convert pretty early with a small number of provinces and aren't as concerned with the loss of warrior monks (Chosokabe only if you have the sengoku jidai unit pack, as the Daikyu Samurai from that DLC are a solid alternative to Bow Warrior Monks). I do not recommend the Mori, although they are also relatively close to the Christian areas converting makes their main clan advantage pointless, makes their starting holy site bonus worthless, and since you usually expand away from the Christian territories at the start may not trigger that early for you. And the Mori already have it tough enough in land battles without taking away warrior monks and adding Buddhist rebellions. Historically speaking the Mori were strong allies of fanatic Buddhist sects and it just feels wrong to convert :P
- raising daimyo honor is definitely useful. Tea Ceremony is a good tech to get in the early mid game because it gives your daimyo +1 honor and raises your diplomacy standing, which is useful if you're Christian because all the Buddhist clans hate you. Converting to Christianity loses you honor, and I think Otomo start out with low honor because of this. Daimyo honor affects several things. The honor level affects population happiness, so if it's high then all your people are happier and if it's lower then they're unhappier. It also affects diplomacy, so if it's low then other clans will dislike you. So getting Tea Ceremony is useful, as well as any retainers that give +1 honor to your daimyo.
- using sake dens to raise happiness is definitely useful, they give +2 happiness and can be upgraded to give +3, which can often be enough to offset unhappiness from religious differences. I usually play as a Buddhist clan and if I take over a lot of Christian or Ikko Ikki provinces I will often build a sake den just to get that solid +2 happiness. Religious buildings I think only give +1 happiness unless they are upgraded to level 3 I think. Their conversion boost is very useful in the long run but you just have to prioritize happiness versus conversion. However if you want to make money, a market is always better in the long run than a sake den because of its growth bonus.
- don't forget that castle upgrades give a repression boost which reduces unhappiness. Having a healthy food bonus is always more useful than upgrading castles, but if you have a lot of food surplus but a lot of unhappy towns, it might be worth it to upgrade a few castles to the first upgrade tier. I've discovered lately that a few provinces always seem to have higher resistance to invaders than other provinces...Bungo, North Shinano, Suruga, Settsu, and a few others. Useful to upgrade castles in those places unless you want to leave a couple yari ashigaru in them forever.
Identify your provinces that border the largest number of your other provinces (places like north Shinano for example borders 7 provinces, whereas Osumi borders only 2), anything four and higher is fine. Build christian building in here and upgrade it to the Mission (and higher) as it increases the spread of religion to all neighbouring provinces.
This way you do not need to put a chapel in every province.
Which clan have you converted with?
IIRC Mori was the first clan I tried a conversion run with and was disappointed to discover that I didn't get access to the funky unis that the Otomo get (Donderbus cavalry, Portuguese Tercios).
I was even more interested to discover that due to a bug, the Mori nanban trade ship only has about 40% of the usual movement, and this led me to realise that the Mori clan trait of +10% movement for all ships is also broken.
Digging a little deeper, I realised that the 'superior ships' clan trait means nothing more than +1 morale for all but the bow kobaya and (IIRC) the medium bune; which is hardly what I would deem superior, ('a smidge better' might be a more apt description). And the nail in the Mori coffin was the fact that their home province is the only port in Japan where you cannot recruit a medium bune, and they are the Masters of the Waves - go figure !?!?!
All of which, coupled with the Daimyo having the Impolite trait (-20 diplomatic relations), and it is easy to understand why they are one of my favourite clans to play :)
Yeah the Mori are a little unfortunate in this game. Shame really since they were such a cool clan in Shogun 1. The medium bune thing is clearly a script error, instead of being able to build Medium Bunes from the tier 2 port they have Siege Tower Bunes, which they can't build until researched anyhow.
I do still love the Mori starting position which is the main reason their campaign remains fun, and the Wako Raiders (while also unfortunate due to not having smiths with a port nearby) are actually an underrated unit. But yeah their clan bonuses are disappointing.
They have a really tough start because you pretty much have to go clear out Amako in the north which takes forever and makes your main army really far from your home province. Kikkawa always attacks you early on, and Ouchi or Shoni as well. Having a pilgrim hostel is useful to get a bit more morale for your early game units, though that only gets you so far. Hiring level 3 monks is useful especially when you need to de-convert Kyushu.
In any case once you get rolling and take over all of Kyushu and Shikoku you become megarich and unstoppable.
The start with Mori is straight-forward. Turn 1 ally with Kikkawa and invite them to join your war against Amako. You can then leave your home province undefended and steam roll the Amako.
By allying the Kikkawa on Turn 1, they will move against their other neighbour - name eludes me - and you will have no trouble with them. The only risk you run is a slow advance against the Amako that allows the Yamana or ano to take some of the Amako provinces, and that is undesirable. Take them down quickly then prepare for war with Ouchi, who are easily defeated and gives you horses. From that point forward you cannot lose.
I've tried that, Kikkawa just seem hard-coded to declare war on me fairly early on. I always I build up a strong second army at Aki because I expect this, and they still declare war on me, so it's not like they're just doing it because I appear weak there. Allying with them maybe buys me one or two turns. Ouchi also seem hard-coded to attack Mori as well despite starting out as allies, either that or they get overrun by Shoni or Otomo and then they declare war on me.
Not a big deal, it's easy to get a decent second army going, and once you take land from Amako and Ouchi you have plenty of money to prepare for an invasion of Kyushu and Shikoku.
Wako raiders are still trash though. Bizen is the nearest blacksmith and has no port, so you pretty much have to go all the way to Satsuma to get max armor for them, or just get them anywhere with less armor. No matter what they will just sort of mooch around in battles and eventually rout, whereas katana samurai will get a lot of kills, stay healthy, and not rout unless the battle is really going to hell. Even loan sword ashigaru are way better.
I do kind of wonder if using the pilgrim hostel to get extra morale for them would help, but I also find that the unit upgrade morale bonus doesn't really do much compared to things like general command level. I think the bigger problem is that their melee stats just aren't good enough for their role, so they suffer in battle and rout.
Well I just played a start through to Spring 1551. Allied Kikkawa on Turn 1 + Trade Agreement + Join my war against Amako. At the end of each turn, the only units I have in Aki are a couple of bow kobayas in the harbour. Units recruited in the province were moved out the turn they were raised.
We are still allies, still fighting wars together and the only time that will end is when either I block their land expansion route to Kyoto, I declare war on another clan that they ally with, or, of all their neighbours, I am the clan they have the lowest opinion of.
The Ouchi will always declare war on the Mori eventually if the Mori take Iwami. By holding Aki and Iwami, the Mori are blocking the Ouchi land expansion route to Kyoto. That is why the Ouchi declare war on the Mori. It is also possible that they declare war even if the Mori don't take Iwami. This would be because they have allied with the Shoni, or conquered all of Kyushu and the Mori are the neighbour that they have the lowest opinion of. This will happen as the Alliance opinion bonus winds down because both the Mori and the Ouchi daimyos have the Impolite trait for a total -40 opinion.
Funnily enough, before starting this quick play-through, I contemplated making Aki a recruitment province for the raiders as well (for the extra morale). I parked the idea though as I always prefer to get a ninja and experienced monk there and I started recruiting them in Izumo which had a trade port and sword school when I took it, so I only had to upgrade the port.
Matsuda - of course it is - thanks for that.
The reason the area is so volatile, and unpredictable, is because of what I call the wildcard clans.
Clan behaviour is based on the Daimyo personality.
For the majority of clans, the Daimyo personality (temperament and integrity) is the same every game, so these clans have predictable behaviour at the start of the game. It is possible to establish opening moves that will work every time for a clan that neighbours clans with fixed personality, because they will make the same opening move every time.
But, for me, an elegant aspect of the game design, is that 11 of the AI clans have randomised temperament and integrity, leading to different behaviour by the clan. One game they might be Peaceful / Steadfast and not attack you; the next they could be Aggressive / Questionable and attack you on Turn 2.
From memory, 7 of those 11 clans with randomised start traits are roughly between the Mori and Kyoto.
And that is why the region can be so unpredictable.