3 BIG MISTAKES You Need To AVOID In Shogun 2

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In this video I talk about 3 common mistakes I have made during my earlier days of playing this game, with two of these tips will massively increase you income MASSIVELY every turn! Total War: Shogun 2

▬ Contents of this video ▬▬▬▬▬▬▬▬▬▬

00:00 - Intro
00:03 - Metsuke Embed
01:42 - Tax Level
02:27 - Stand and Fight
03:46 - Outro

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What other mistakes do you think people commonly make in shogun 2? Share down below!

TotalWarKS
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Years of playing Shogun 2 and I didn't know you can actually cheese the Tax Level mechanic that way😂. Good job on figuring it out man!

lukmaanpratomo
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1:42 Taxpayers HATE him! see how you can make koku with this one simple trick!

NoireBIanc
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Shogun 2 is a pretty good showcase of how economies win wars. In higher difficulties the AI essentially cheat, and even if you win your battles consistently you can easily find yourself overwhelmed and outnumbered. You need to be able to pay for the numbers of units you have to recruit, and still leave room to grow.

As it happens, growth from food in Rise of the Samurai is kind of broken. Get the market upgrade that gives bonus food, and you can easily be seeing 30-50 growth in every province you control, every turn.

colonelsanders
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The metsuke tax rate bonus blown my mind!

alessandro.neithad
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Also the food surplus will benefit you in the long run. It is often overlooked. I'd avoid upgrading fort for non specialised provinces (or choke points) and avoid upgrading market unless it is your top 5 money making province, in which you place your metsukes (preferably province with gold mines, trade port, nanban trade port, law court, burakumin village)

ardypangihutan
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Good advices.I'd add :
- Don't hesitate to burn existing building and build markets, temples and inns
- Using agents in general in EVERY role they can have. Sabotage armies and buildings, foment revolts, bribe enemy generals to have more, etc !
- Have general leading separete armies (even by themselves) and participate as reinforcement to farm their XP (one infantery gen and a cav gen do wonders !)

Toto-
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Another tip for newbies: Don't upgrade your forts unless it has a blacksmith, horses or crafting. Those are the provinces where you can recruit your best infantry, cavalry and ranged units respectively. It's best to save your koku as the more you have, the more money you make. Use too much koku and your economy not only withers away, your populace begins to starve and then you have rebellion.

frostyguy
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>Be Ōtomō.
>Control your island.
>Have 9 tradeships and 1 european tradeship at each trade node.
>Have agents in your cities.

Now you have won the game.

oliverstianhugaas
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1:57 the big negative to doing this is any towns that are red for the high tax turn will get a debuff called "discontent" which lowers the growth of the town by A LOT more... like -20. Doing this early game gives you a per turn boost to your income but it will stunt your mid to late game growth. Keep that in mind.

TheFlyingZulu
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Another mistake that I didn't know you could even make. If your yari ashigaru are in yari wall, they can run as long as you only issue move orders.

QueenAleenaFan
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One exception to not stacking metsuke is when you have many poor provinces and one very rich province for example sado island with a gold mine can be worth stacking metsuke in the early game. Later you can move them to other wealthy provinces.

Ancient_Hoplite
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I gotta go back to Shogun 2, I miss that era of Total War!

IgorNV
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"They will build a circle" pointing at a square 🤣🤣

BENJI.M.A
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For tips I'd add 1. if you are close by, grab trade nodes asap with even just bow ships 2. Maybe don't worry about the Black Ship. It's fun but really expensive. You can easily make do with a stack of cheap bow ships. 3. if you are starting on or near Kyushu, converting to Christianity nets you nanban trade ships, which are useful in combat and also imported matchlock which are good to defend castles etc. 4. Use your agents. As the video says metsuke are great for finance, I try to use the ninja every turn to do something to level up, monks/missionaries can be used for salami-type incite-a rebellion-rebels take over-you expand type tactics. Also spend your points wisely e.g. wait to level up. 5. Replace Yari Ashigaru later on with naginata or similar. Yari samurai can be useful later as a pair of quick blockers/cavalry killers. 6. Finally, exploit selling access/ trade in the early game whenever possible and you're not intending to conquer them!

DH_
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One big thing whit tax level !
Put them at the minimum ! in this total war lowering the tax will grow your town by ALOT

so by mid game you when you start fighting all other clans and wont be able to rely on trade, you will have big enough towns to sustains your armies !

niconilo
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the metsuke embedding is gonna make a huge difference for economy, which in turn is going to make a huge difference for EVERYTHING. Very useful tip.

umngyr
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New Shogun player here thank you for putting out videos like this it helps huge

LexaproPimp
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For the Tax rate: unrest also gives -25 growth from "other events" and unhaply populace will prevemt beneficial events as "spring" or "autumn" to fire. As town wealth taxing will make up most of your income by the late game, flip-floppimg the taxrate is sometging i dont really see as beneficial.

Another mistake i see quite often is overleveling the daymio.
The Counsillors provide amazing bonusses on higer levels (+X% Tax and replenishment, -2X% building and recruiting, whilst The Daymio gives X÷2 morale to units under his command.) So best is to have counsillors 1 or 2 levels above the daymio (higher difference makes them disloyal so i'd avoid that) and leading in the Front while the daimyo sits back or deals with naval invasions.

dichsedichse
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im bored so heres some random advanced tactics for ya, FOTS included.

rush bow kobaya to try to occupy as many trade nodes as possible. for example the ikko ikki can get horses, iron and at least one of the western nodes if you do it right. the horse trade node is especially valuable if you dont have horses already since some factions pay incredible amounts for it, and it also opens up trade with factions that wouldve never traded with you.

if you border a faction that has an ally and you want to attack that faction, you can still sell military access to it without penalty since you can declare war on its ally and therefore be at war with the faction you sold all the access to (sell 10, then 20, then infinite within 3 turns to get max out of the shortest amount of time). it wont work everytime though. for example you can sell to oda and then declare war on its ally kitabatake, oda will always join the war against you. it probably wont work the other way around.

if you want to siege a town with an enemy army in front of it and you dont want the army to retreat into that town, just attack the army from the side so it will retreat laterally and not into the town, which makes it alot easier. in general, the army will stay and fight if armies are equally as strong. even better, if that army is within reach of that town that has weak garrison, just attack the town directly. you can then rush the town, occupy the middle and win against an overwhelming force, easily getting a heroic victory.

the best siege defence unit is by far the light cav (yari cav would do fine aswell), since you can go outside the wall and bait a huge part of the enemy army, which means that not the whole army attacks your town at the same time. you also make the enemy tired and drop morale. ofc the cav needs some garrison to do dmg.

speaking about cav, building a dojo in FOTS early is vital since you not only get assassin but also access to yari ki, which are again the best siege defense units and also a vital addition to your army in general.

a faction that at the same time has just 1 town left and stronger enemies next to it is a very good opportunity to make a vassal. it will keep the enemies (except if the enemy is allied to you i believe) and likely get crushed soon after, which means that you have 1 free honour point, getting closer to the very powerful 6 honour points on your daimyo.

if an island faction declares war on you and you dont have time to deal with it, just attack all its ports to effectively cripple it forever. especially useful in FOTS where you can just keep the ports of factions like fukue or tsushima damaged forever with 1 gunboat. it doesnt work in S2 though

the gunsmith upgrade for FOTS is not necessarily the best blacksmith upgrade if you go for high tier gun units. they max out at 100 accuracy very fast anyways (you have firing range, general buffs and foreign veteran buffs) so I'd rather go with the traditional blacksmith upgrade for more armour and melee attack. gunsmith is the strongest blacksmith upgrade at the beginning though.

if you have a school, go for magistrate first to recruit high lvl metsuke and only after that demolish it and build your library.

FOTS specific tip, in early game pure melee armies (spear levys) are the best ones to exploit the battle AI so you can get very cost effective fights. theres ofc nothing wrong with building the cadet school, but nothing is as effective as getting attacked by a bunch of infantry levys while you camp your melee army just behind a hill, then wait until the enemy almost reaches the top (cant shoot at you without direct line of sight) and then rush over the top in the last moment. they wont be able to fire at you and youll be able to fight from above, melee units vs ranged crap units. in general, the AI thinks spear levy are weaker than infantry levys, this means that they'll attack your melee army more often, giving you the opportunity for very cost efficient fight. whether they attack you or not is based on the outcome of the autoresolve, and infantry levys are better when autoresolving (which is an advantage for you, funnily enough). its also very useful when laying siege to a well defended town, in autoresolve your sieging melee army would loose, so they'll attack you if you lay siege for 1 turn, again giving you that very nice opportunity for a totally unfair fight in your favour.

a unit that has no more movement points left can still be moved, all it needs is to be with another unit that still has movement points left. you can then move the unit with no movement points 1 tile outside of the army, and then rejoin that unit with the units that still have movement points. it's a kind of exploit though.

iRa
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