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- melee peasants (spearmen)
- ranged peasants (a mix of archers and gunners)
- samurai gunners
- samurai archers
- samurai infantry
- samurai cavalry
Every clan can promote one peasant line and two samurai lines to max tier. The other three lines only reach the next to last tier.
Same tier units from different clans are almost, but not quite as good as each other. The differences are subtle, both in skill and equipment, but they're there. Takeda has the most skilled riders and the best horses, Hojo's archers are better equipped than most, etc...
The exception is the Ikko Ikki, who cannot promote any of the above units to top tier, but have another troop tree, made of monks, who can become the most deadly infantry, but without helmets, or pretty good at everything else - slightly worse than top tier samurai, slightly better than the next to last tier.
The companions in that mod are very numerous and some are extremely powerful. There is also a brand new type of companions, which are recruited from a brand new type of settlement. You can control one of these settlements for free, and then one for each two points of leadership. Before you can control them, you have to take them over. In addition to companions, those settlements provide goods and cheap, relatively poor troops.
Another big difference is that fortifications do not have tall stone walls, so sieges do not involve ladders, but mostly battles over gates.
I do not know whether you can marry the claimants, but there is at least one female claimant, possibly more.
The mod is very atmospheric, realistic, beautifully made, but rather easy. Guns work very well... and if you control your musketeers well, you can destroy the AI even more handily than in Native.
They each have their own garrison: monks, Ainu, etc... some are easier to take over than others. If you manage to win the battle, they accept you as leader... if you have enough leadership. If you cannot control any more, you are forced to raise the place. You can always control a single one. You need two leadership for two, four leadership for three... and ten leadership for all six.
Once you take over, you appoint a local as your deputy. Once per game week, you will be able to talk to him, and ask him for recruits or manufactured goods. The recruits range from worthless fodder that's good only to pad numbers to mediocre musketeers that can actually be useful. The goods range from cheap fish to expensive iron ingots.
If you take a walk around the compound, you can meet named people. Talk to them, hear their story, convince your deputy to let them go with you, and you get a companion.
Those companions are moderately useful. Their stats are quite low, but they can make OK specialists, and fine musketeers. They get along with all other companions, too.