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Guide - You can still encounter Dutch. Unless your save was bugged. Guns are useless - They're powerful, but the AI overwhelms them easily. The luck is just bugss.


** If you accept Portugese merchants, you will ''never'' have access to the Dutch offer. Hope you're aware of this, because neither the game nor the manual explains it.
* GunsAreUseless: If you don't know how to deploy them or [[WeaksauceWeakness it's raining]], aquebus and musketeer ashigaru are the worst units in the game. Otherwise, they are absolute terror of the battlefield, since a bullet can effectively kill any given unit.

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** If you accept Portugese merchants, you will ''never'' have access to the Dutch offer. Hope you're aware of this, because neither the game nor the manual explains it.
* GunsAreUseless: If you don't know how to deploy them or [[WeaksauceWeakness it's raining]], aquebus and musketeer ashigaru are the worst units in the game. Otherwise, game- despite they are being absolute terror of on the battlefield, since a bullet can effectively kill any given unit.battlefield in real life.



** Getting Portugese and especially Dutch merchants. If one is lucky, the Portugese will show up in first year. If one is very lucky, Dutch will appear before Portugese, offering even better deal right from the start. If one is unlucky, Portugese won't show up until almost all of Japan is already conquered.

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** Clans often recruit notable generals they have in history with increased rank, such as Honda Tadakatsu, [[note]] Averted with II Naomasa, who doesn't get a bonus in the 1580 scenario[[/note]] who appears for the Imagawa/Tokugawa. They sometime recruit notable generals they never recruited in history, such as Asakura Yoshikage[[note]]A daimyo who opposed Nobunaga in history[[/note]] for the Oda.

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** Clans often recruit notable generals they have in history with increased rank, such as Honda Tadakatsu, [[note]] Averted with II Ii Naomasa, who doesn't get a bonus in the 1580 scenario[[/note]] who appears for the Imagawa/Tokugawa. They sometime recruit notable generals they never recruited in history, such as Asakura Yoshikage[[note]]A daimyo who opposed Nobunaga in history[[/note]] for the Oda.


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** The Takeda clan seems to control the Aki area in the 1530 scenario and the base scenario. Technically, it's a different Takeda branch that has little to no relations with the Main Takeda branch that belongs to Takeda Shingen.
** The Ashikaga Shogunate is nowhere to be seen. Instead, you would see the Hosokawa clan in Kyoto. The only appearance of the Ashikaga clan would be a rebel clan/force in Mutsu Province.
** Mutsu and Dewa Provinces uses one castle to control the whole provinces, when in actually, it's ruled by multiple clans (likes the Date Clan)
** Several provinces[[note]]Settsu, Izumi, Tango, Awa(Chiba), Shima[[/note]] aren't seen. They are instead assimilated into other prominent provinces.


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* GameMod: It's possible to mod custom positions and setups in the campaign map. Want Mongol units in the other scenarios? You can. You just can't replenish them. Or earn new ones.
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* BattleInTheRain: The bane of Arquebus and Musketeer Ashigaru, as it renders their weapon useless.

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* BattleInTheRain: The bane of Arquebus and Musketeer Ashigaru, as it renders their weapon useless.useless. Musketeers are thankfully immune to this.

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** There are no samurai units with guns (all are ashigaru), which is not historically accurate.



** Ninja assassinations at low rank are purely up to chance.

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** Ninja assassinations at low rank are purely up to chance.chance; having a higher rank gives the Ninja better odds.



* ZergRush: Yari ashigaru main role after first 10-15 turns is to simply build large number of them and charge directly at enemy lines, occupying the other side with ''something'', while rest of your troops flak them or attack their rear.

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* ZergRush: Yari ashigaru main role after first 10-15 turns is to simply build large number of them and charge directly at enemy lines, occupying the other side with ''something'', while rest of your troops flak them or attack their rear. The Oda clan specializes in Ashigaru, making them particularly suitable for this tactic.
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** After your clan achieves victory, the final cutscene jumps forward into the far future. It show your daimyo's statue being displayed in a public square in high-tec, CyberPunk style Tokyo, with the narrator saying how legends of your courage and cunning still lives on to this very day.]

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** After your clan achieves victory, the final cutscene jumps forward into the far future. It show shows your daimyo's statue being displayed in a public square in high-tec, CyberPunk style Tokyo, with the narrator saying how legends of your courage and cunning still lives on to this very day.]
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* SoLastSeason: Once you have access to guns, archer ashigaru are completely useless, since arquebuse ashigaru are ''far'' superior and can easily slaughter units that archers can't even dream about scratching.

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* SoLastSeason: Once you have access to guns, archer ashigaru archers are completely useless, since arquebuse ashigaru are ''far'' superior and can easily slaughter units that archers can't even dream about scratching.scratching. And you can further upgrade to muskets.
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* CrackDefeat: Defending bridges against invading army can be this, since all you really need is unit of yari (can be even ashigaru) + bowmen combo for each bridge and simply HoldTheLine. Taken into absurdity if you deploy kensai into the battle, since a single guy is going to cut into ribbons ''hundreds'' of people charging that bridge.

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* CrackDefeat: Defending bridges against invading army Attacking provinces with rivers can be this, since all you easily turn into this. All the defenders really need is unit of yari (can be even ashigaru) + bowmen combo for each bridge and simply HoldTheLine. Taken into absurdity if you deploy a kensai into the is deployed in such battle, since a single guy is going to cut into ribbons ''hundreds'' of people charging that bridge.

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''Shogun: Total War'' is the first game in the Creator/CreativeAssembly's''VideoGame/TotalWar'' strategy franchise. The player takes control of a Japanese clan during the UsefulNotes/SengokuPeriod attempting to conquer the nation and claim the position of shogun.

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''Shogun: Total War'' is the first game in the Creator/CreativeAssembly's''VideoGame/TotalWar'' strategy franchise. The player takes control of a Japanese clan during the UsefulNotes/SengokuPeriod attempting to conquer the nation and claim the position of shogun.
shogun. Despite being quite rudimentry game from modern perspective, the unique tactical battles combined with Risk-style map proved to be a game-changer for the entire industry, affecting strategy games ever since.


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Comes with an equally well-received sequel, ''VideoGame/TotalWarShogun2''.
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* WouldntHitAGirl: Ninja being caught on failed assassination? Instant execution. Geisha being caught? ''Nothing'' happens. And aside deliberately sending a counter-assassin to deal with one, there is no way to remove a geisha from the game.

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* WouldntHitAGirl: Ninja being caught on a failed assassination? Instant execution. Geisha being caught? ''Nothing'' happens. happens; Geisha don't actually get caught, they just back away after failing to get close enough. And aside from deliberately sending a counter-assassin to deal with one, there is no way to remove a geisha from the game.

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* AnnoyingArrows: Archers main role isn't about killing units, but to soften them up a bit before reaching your troops, so they by default deal miniscule damage, further compounded by the fact they have limited arrows in their quivers. Once armour starts being a factor, arrows go from "sometimes lethal" to "barely scratching".



* ArmorIsUseless: [[AvertedTrope Nope]]. Armour makes a ''massive'' difference when it comes to survivability of units and certain troops can't even be trained without Armourer.
* ArmorPiercingAttack: The main reason why to bother with firearms is the fact they deal damage regardless of armour.



* AwesomeButImpractical: Before you will get to Kensai and Geisha, the game might be over. Also, in case of Geisha, it means sacrificing buildings that could produce units for a late-game assassin gimmick, while you can simply use ninjas instead.
* BattleInTheRain: The bane of Arquebus and Musketeer Ashigaru, as it renders their weapon useless.



* BoringButPractical: Yari units, be it ashigaru, samurai or cavalry. They are nothing fancy, but will be easily the mainstay of your armies regardless of which clan you're playing as. They are cheap, reliable, can fend off cavalry and all you need to train the infantry variant is most basic yari dojo.
* BowAndSwordInAccord: Archer samurai, the only bow infantry in the game, are pretty capable in melee and can easily fight off against ashigaru units, assuming they will charge them.



* CombatPragmatist: Winning provinces by simply waiting sieges, in the process killing besieged army without facing it in the battlefield. Holding bridges with token forces against overwhelming odds that would otherwise just stamp over your units in an open field. Using large number of cheap and disposable aquebus ashigaru to murder with ease EliteArmy of your enemy before it can even get close. Simply letting the clock tick in defensive battles, rather than being proactive, since you win once the timer hits zero.
* TheComputerIsACheatingBastard: Various rules that player is under do not apply to AI, including such "minor" things like Buddhist monks not losing their edge when facing Christian armies of the human player.
* CrackDefeat: Defending bridges against invading army can be this, since all you really need is unit of yari (can be even ashigaru) + bowmen combo for each bridge and simply HoldTheLine. Taken into absurdity if you deploy kensai into the battle, since a single guy is going to cut into ribbons ''hundreds'' of people charging that bridge.



* DecapitatedArmy: Kill the general and all ashigaru troops will rout instantly, likely followed by samurai infantry if enough of them starts running away. Doesn't work so well against monks, who have far higher morale and can completely ignore death of their general.
* DiscOneNuke: Anyone starting with a province with iron and thus capable of getting armourer going faster will gain considerable edge early on.



* TheDreaded: Gunpowder units cause morale drop to units they attack, due to combination of heavy casualties, armour-piercing attack and most importantly, all the smoke and noise the gunfire makes.



* DungeonBypass: You can invade any given province with a port in it, provided your own army is in port, too. Enemy clan having all its armies parked right next to border? Just land in their back.
* EarlyGameHell: Imagawa clan starts with one of it's provinces in Kyushu, and the only way they can access it is via port. They have to split their forces to maintain their possessions and defend at two different fronts. Neglect either their Kyushu or Honsiu holdings and you can end up being booted out entirely.
* EliteMooks: Yari samurai. They are minimally better than ashigaru variant, ''but'' rather than being armed peasants, they represent a higher social class.



* FemmeFatale: Geishas, working as super-assassins.
* FrontlineGeneral: At the game start, your general's guard unit will be the best thing in your army and the game openly encourages you to use them in combat, especially against ineffectual rebels.



* GuideDangIt: Unit losses can only be recovered through a manual process which requires the damaged unit to be sent to a province that is capable of training units, has the correct recruitment building (example: Yari Samurai requires a Yari Dojo), and then put directly into the training queue to be retrained to full strength. Needless to say, this is user-unfriendly.

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* GuideDangIt: GangUpOnTheHuman: The AI is by default scripted to go against human player first and foremost. The only thing preventing certain clans from being hostile right from the start is lack of direct border and/or presence of rebel provinces.
* GuideDangIt:
**
Unit losses can only be recovered through a manual process which requires the damaged unit to be sent to a province that is capable of training units, has the correct recruitment building (example: Yari Samurai requires a Yari Dojo), and then put directly into the training queue to be retrained to full strength. Needless to say, this is user-unfriendly.user-unfriendly and not explained (unlike unit merging).
** If you accept Portugese merchants, you will ''never'' have access to the Dutch offer. Hope you're aware of this, because neither the game nor the manual explains it.
* GunsAreUseless: If you don't know how to deploy them or [[WeaksauceWeakness it's raining]], aquebus and musketeer ashigaru are the worst units in the game. Otherwise, they are absolute terror of the battlefield, since a bullet can effectively kill any given unit.
* GunsVsSwords: If you don't have cavarly, your best bet dealing with enemy gunners is charging them with nodachi samurai, who are particularly effective in close quarters against unarmoured units.
* HighlyVisibleNinja: Ninja, shinobi and geisha tokens are visible on the map to everyone. You can see exactly who and in what quantity is sending shinobis to destabilise your frontier, but it also means AI "sees" when you send an assassin to kill them. There is however a difference between just moving an agent and being caught on assassination attempt.
* HoldTheLine: Any battle that involves river crossing will consists of the defending side doing exactly that, with units simply standing and waiting in crucial points, fending off any attackers funneled into them.
* ImplausibleDeniability: Directly related with above. Rebellion going in a province? No, that's totally not because there were 20 shinobis parked in it. A general or even daimyo being assassinated? Clearly that wasn't the ninja standing in that province. And it's taken UpToEleven with geishas, because they can fail their assassination, ''but'' they can't be punished for it, meaning you literally can't do anything, even if you catch one red-handed.



* IslandBase: Done early enough, it is possible to turn both Kyushu and Shikoku into those, as other clans will simply lack ports to even try invading your home.
* JidaiGeki: Comes naturally from the setting itself, to the point later re-releases used scenes from ''Film/{{Ran}}'' as intro.
* LosingTheTeamSpirit: The big, revolutionary change introduced by the game was the extent to which morale mechanics affect battles and how it is possible to win them by ''other'' means than simply killing everyone from the other side. It is perfectly normal and even expected to rout army few times bigger than your own, while only causing minimal casualties to the enemy - but make sure among them there is the general and any killing happens rapidly, rather than gradually.
* LuckBasedMission:
** Ninja assassinations at low rank are purely up to chance.
** Getting Portugese and especially Dutch merchants. If one is lucky, the Portugese will show up in first year. If one is very lucky, Dutch will appear before Portugese, offering even better deal right from the start. If one is unlucky, Portugese won't show up until almost all of Japan is already conquered.
* MadeOfIron: Almost literally. To even train Naginata samurai, you ''must'' have Armoury in that province, which means it has access to iron deposits. Naginata samurai have the highest armour rating of all units in the game and can shrug off anything that isn't a bullet (and sometimes even those aren't enough).



* MasterOfNone: Yari samurai. For yari troops, either ashigaru or cavalry are better. For direct melee combat, nodachi samurai are superior. For defending, you want the heavily armoured naginata samurai. For protracted combat, superior morale and combat skills of monks units are better. Their main saving grace is the fact how early and easily they can be trained and having slightly better stats than ashigaru variant.



* {{Ninja}}: The game notably divides them on two different agent types: shinobi, who simply create unrest in a province (put enough of those in any given place and it will cause a non-stop revolt) and ninja, who are doing all the assassinations. On top of that, there are battlefield ninja, which can hide even in an open terrain, are formidable in combat and can easily close to the enemy general unnoticed. All of those units are wearing costumes that would make them [[HighlyVisibleNinja highly visible]].
* NonstandardGameOver: Even if you are one province away from taking over all of Japan, if you die childless, it's an instant game-over and your clan cease to exist.
* OneHitKill: Each unit that isn't general and his bodyguards has exactly 1 hit point. This means that if they aren't provided with armour upgrades at certain point, your troops will start dying by the dozen when facing higher tier units. On top of that, everyone gets access to attack upgrades, but only handful of provinces provide armour.



* QuantityVsQuality: Both sides of the axis can be played effectively, even against each other. A handful of high-tier, fully upgraded units can tear apart an army of ashigaru without even slowing down. An endless wave of freshly recruited yari ashigaru can simply ZergRush some elite army due to size disparity.
* ScaryImpracticalArmor: This is what your armour without Armourer upgrades really is: a display piece to look fearsome on the battlefield, but it's predominately paper, leather straps and lacquer.



* ShownTheirWork: While nothing spectacular from modern perspective, when the game came out, it was considerably well-researched and based various gameplay elements on historical outcomes or traditional customs.
* TheSiege: Generally advisable way of taking down enemy provinces. The alternative is a frontal attack on the fortress, which depending on how advanced it is, may simply rid you of your army without achieving anything.
* SoLastSeason: Once you have access to guns, archer ashigaru are completely useless, since arquebuse ashigaru are ''far'' superior and can easily slaughter units that archers can't even dream about scratching.
* StealthExpert: Battlefield ninja are for all means and purposes invisible until an unit stumbles on them or they engage in combat. When they are detected, they are usually already within the range of their thrown weapons.



* SurprisinglyEliteCannonFodder: Yari samurai are virtually identical to ashigaru variant and playing the same role - the main difference being their morale.
* TacticalRockPaperScissors: Cavalry beats archers, archers beat ashigaru, ashigaru can overwhelm cavalry. Swords beat yari, yari beat cavalry, cavalry beats swords. Guns kill melee units at range, melee units slaughter aquebus and musketeer ashigaru in close quarters.
* TakeItToTheBridge: The easiest province to defend is one that has river in it, as that means battle over the bridges. A skeleton force of few units can effectively repel and army consisting of three stacks of units, simply by holding out for long enough to make the invasion fail.
* TimedMission:
** In general, you ''must'' conquer Japan before 1600.
** Battles have their timers. Depending if you are attacking or defending, once the clock hits zero, it's an automatic defeat or victory.



** The optional tutorial has one scenario where you get a unit of archers perched on a hillside and are tasked with taking out a unit of spearmen marching up the hill. Supposedly, this was to demonstrate the importance of high ground... except the spearmen take piss-all damage for some reason and WILL reach your archers with minimal casualties. What you are actually supposed to do is to retreat to the nearby hilltop, shoot from there until the spearmen get close, then assume wedge formation and counter-charge them. Even so, it's a LuckBasedMission due to the two sides being evenly matched until one side's general is killed.

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** The optional tutorial has one scenario where you get a unit of archers perched on a hillside and are tasked with taking out a unit of spearmen marching up the hill. Supposedly, this was to demonstrate the importance of high ground... except the spearmen take piss-all damage for some reason and WILL reach your archers with minimal casualties. What you are actually supposed to do is to retreat to the nearby hilltop, shoot from there until the spearmen get close, then assume wedge formation and counter-charge them. Even so, it's a LuckBasedMission due to the two sides being evenly matched until one side's general is killed.



* UnwinnableByDesign: You can make units have unlimited ammo in the options. Combine this with an AI who uses Cavalry Archers and you have no Yari Cavalry and...[[note]]The game automatically makes range units pull out when enemy units comes close. The Cavalry Archers happen to have a higher speed than all but one unit. It will continuously pelt your units until it runs out of ammo unless you have unlimited ammo on.[[/note]]

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* UnwinnableByDesign: You can make units have unlimited ammo in the options. Combine this with an AI who uses Cavalry Archers and you have no Yari Cavalry and...[[note]]The and you will be slowly grinded down, while being virtually unable to kill the horse archers[[note]]The game automatically makes range units pull out when enemy units comes close. The Cavalry Archers happen to have a higher speed than all but one unit. It will continuously pelt your units until it runs out of ammo unless you have unlimited ammo on.[[/note]][[/note]].


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* VideoGameDelegationPenalty: You really don't want to automatically resolve battles. Due to few loops in the script and general issues with evaluating various units (and not evaluating certain ones at all), you can get a total defeat out of something that should be a trivial victory.
* ViolenceIsTheOnlyOption: You can only win the game by being the last clan surviving in Japan and the only way this can happen is either straight-up conquest ''or'' deliberately inciting rebellions to other clans.
* WouldntHitAGirl: Ninja being caught on failed assassination? Instant execution. Geisha being caught? ''Nothing'' happens. And aside deliberately sending a counter-assassin to deal with one, there is no way to remove a geisha from the game.
* ZergRush: Yari ashigaru main role after first 10-15 turns is to simply build large number of them and charge directly at enemy lines, occupying the other side with ''something'', while rest of your troops flak them or attack their rear.
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* OnlyInItForTheMoney: The Portugese traders instantly set up Christian missions in your domain and will only trade better gear and set up further trade posts if you convert to Christianity. The Dutch, meanwhile, just want to earn some money, and couldn't care any less about religious affairs, allowing to recruit musketeer ashigaru right from the start and generates slightly more koku.

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* OnlyInItForTheMoney: The Portugese traders instantly set up Christian missions in your domain and will only trade better gear and set up further trade posts if you convert to Christianity. The Dutch, meanwhile, just want to earn some money, and couldn't care any less about religious affairs, allowing to recruit musketeer ashigaru right from the start and their trading port generates slightly more koku.

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Moving to YMMV, cutting natter and false statements


* DemonicSpiders: Warrior Monks, if the AIRoulette hates your guts. Nodachi Samurai can qualify this, but only if you don't field any cavalry or any Nodachi Samurai yourself. Any ranged units becomes this if you're fielding Kensais.



* GoddamnBats: Calvary Archers. The only unit besides themselves who can catch up to them is Yari Cavalry.[[UnwinnableByDesign Combine it with unlimited ammo and no Yari Cavalry and...]] (See Below)
* GuideDangIt: Unit losses can only be recovered through a manual process which requires the damaged unit to be sent to a province that is capable of training units, has the correct recruitment building (example: Yari Samurai requires a Yari Dojo), and then put directly into the training queue to be retrained to full strength. Needless to say, this user-unfriendly detail at least played a part in introducing automatic replenishment in the later games.

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* GoddamnBats: Calvary Archers. The only unit besides themselves who can catch up to them is Yari Cavalry.[[UnwinnableByDesign Combine it with unlimited ammo and no Yari Cavalry and...]] (See Below)
* GuideDangIt: Unit losses can only be recovered through a manual process which requires the damaged unit to be sent to a province that is capable of training units, has the correct recruitment building (example: Yari Samurai requires a Yari Dojo), and then put directly into the training queue to be retrained to full strength. Needless to say, this user-unfriendly detail at least played a part in introducing automatic replenishment in the later games.is user-unfriendly.



* OnlyInItForTheMoney: The Portugese traders instantly set up Christian missions in your domain and will only trade better gear and set up further trade posts if you convert to Christianity. The Dutch, meanwhile, just want to earn some money, and couldn't care any less about religious affairs, allowing to recruit musketeer ashigaru right from the start and generates slightly more koku.



* UnwinnableByInsanity: You can wait out for the last turn without completing your objectives, or have your daimyo with no heir fight a battle with no chance to escape.



** Cathedrals. They provide the owner income from all churches, not just yours- but the AI will never make churches enough to make a sizable profit. While it provides the creation of Musketeers, a Gun Factory is much more efficient, but... (See below)
** To a lesser extent, Christianity. While they provide gunpowder units earlier than the dutch, the AI who doesn't like [[UsefulNotes/JapaneseChristian anyone who is a Christian, even if the Daimyo in question]] [[{{Irony}} is a Christian himself.]] You also have to deal with Buddhist rebellions, which may spawn [[DemonicSpiders Warrior Monks.]]
** Gunpowder units. Where do we begin?
*** Arquebusiers. Unless you happen to have a Citadel and an Armory [[note]]requirements of a Gun Factory[[/note]]or a Cathedral, you're going to be stuck using them most of the game.
*** Musketeers. By the time you can make one, you already almost beaten the game. While its more feasable in the 1580 scenario, your time is SEVERELY limited with the almost lack of heirs.
*** A clever player can just ZergRush them and immediately cause them to rout. The AI is aware of this, making battles such as [[UsefulNotes/OdaNobunaga Nagashino impossible]].

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** Cathedrals. They provide the owner income from all churches, not just yours- but the AI will never make churches enough to make a sizable profit. While it provides the creation of Musketeers, a Gun Factory is much more efficient, but... (See below)
but...
** To a lesser extent, Christianity. While they provide gunpowder units earlier than the dutch, Dutch, the AI who doesn't like [[UsefulNotes/JapaneseChristian anyone who is a Christian, even if the Daimyo in question]] [[{{Irony}} is a Christian himself.]] You also have to deal with Buddhist rebellions, which may spawn [[DemonicSpiders Warrior Monks.]]
** Gunpowder units. Where do we begin?
*** Arquebusiers. Unless you happen to have a Citadel and an Armory [[note]]requirements of a Gun Factory[[/note]]or a Cathedral, you're going to be stuck using them most of the game.
*** Musketeers. By the time you can make one, you already almost beaten the game. While its more feasable in the 1580 scenario, your time is SEVERELY limited with the almost lack of heirs.
*** A clever player can just ZergRush them and immediately cause them to rout. The AI is aware of this, making battles such as [[UsefulNotes/OdaNobunaga Nagashino impossible]].
]]
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*** A clever player can just zerg rush them and immediately cause them to rout. The AI is aware of this, making battles such as [[UsefulNotes/OdaNobunaga Nagashino impossible]].

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*** A clever player can just zerg rush ZergRush them and immediately cause them to rout. The AI is aware of this, making battles such as [[UsefulNotes/OdaNobunaga Nagashino impossible]].
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* ObviousBeta: Aside from minor glitches and features
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* ArtisticLicenseHistory: Multiple. Fixed in Shogun 2.
** Clans often recruit notable generals they have in history with increased rank, such as Honda Tadakatsu, [[note]] Averted with II Naomasa, who doesn't get a bonus in the 1580 scenario[[/note]] who appears for the Imagawa/Tokugawa. They sometime recruit notable generals they never recruited in history, such as Asakura Yoshikage[[note]]A daimyo who opposed Nobunaga in history[[/note]] for the Oda.
** Oda, Imagawa, and Uesugi clans having Toyotomi, Tokugawa, and Date in their heir list. Technically their clan was supposed to replace their names, but the trigger sometimes may or may not run.
** Some clans having heirs who isn't related to them in the first place![[note]]The Mori has a heir named Mori Yoshinari, who is from a different Mori branch- the branch that Mori Ranmaru of the Oda clan belongs to.[[/note]]


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* ObviousBeta: Aside from minor glitches and features
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* ArtisticLicenseReligion: In one geisha assassination cutscene, a Catholic priest seems to be wearing a rosary as a necklace. Even today, most Catholics consider that a very inappropriate use for one.

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* ArtisticLicenseReligion: In one geisha assassination cutscene, a Catholic priest seems to be wearing a rosary as a necklace. Even today, most Catholics consider that a very inappropriate use for one.one, as doing so would give the impression that it is a mere beauty-piece.
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** To a lesser extent, Christianity. While they provide gunpowder units earlier than the dutch, the AI who doesn't like [[UsefulNotes/JapaneseChristian anyone who is a Christian, even if the Daimyo in question]] [[{{Irony}}is a Christian himself.]] You also have to deal with Buddhist rebellions, which may spawn [[DemonicSpiders Warrior Monks.]]

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** To a lesser extent, Christianity. While they provide gunpowder units earlier than the dutch, the AI who doesn't like [[UsefulNotes/JapaneseChristian anyone who is a Christian, even if the Daimyo in question]] [[{{Irony}}is [[{{Irony}} is a Christian himself.]] You also have to deal with Buddhist rebellions, which may spawn [[DemonicSpiders Warrior Monks.]]
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* MutualKill: What happens when two enemy geisha meet. The first one throws her hair stick at the other geisha, who then throws her kodachi at her.

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* MutualKill: What happens when two enemy geisha meet. The first geisha have a tea ceremony. Then one throws geisha uses her hair stick at to kill the other geisha, who then throws her retaliates with a fatal kodachi at her.strike. The strikes are offscreen, but the player sees the really bloody aftermath.

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* MagikarpPower: Trying to use Ninjas early on with no rank seems like a waste of Koku as they can die more often than not. And it's only when you've upgraded their recruitment building to maximum level that they can start to live long enough to enjoy a successful career full of numerous assassinations.

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* MagikarpPower: Trying to use Ninjas early on with no rank seems like a waste of Koku as they can die more often than not. And it's only when you've upgraded their recruitment building to the maximum level that they can start to live long enough to enjoy a successful career full of numerous assassinations.assassinations.
* MutualKill: What happens when two enemy geisha meet. The first one throws her hair stick at the other geisha, who then throws her kodachi at her.



* UnwinnableByDesign: You can make units have unlimited ammo in the options. Combine this with an AI who uses Cavalry Archers and you have no Yari Cavalry and...[[note]]The game automatically makes range units pull out when enemy units comes close. The Cavalry Archers happens to have higher speed than all but one unit. It will continously pelt your units until it runs out of ammo, unless you have unlimited ammo on.[[/note]]

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* UnwinnableByDesign: You can make units have unlimited ammo in the options. Combine this with an AI who uses Cavalry Archers and you have no Yari Cavalry and...[[note]]The game automatically makes range units pull out when enemy units comes close. The Cavalry Archers happens happen to have a higher speed than all but one unit. It will continously continuously pelt your units until it runs out of ammo, ammo unless you have unlimited ammo on.[[/note]]
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* BattleThralls: The Mongol's basic, cheap infantry units from the ''Mongol Invasion'' expansion are basically Korean captives/vassals pressed into service.
* CannonFodder: Ashigaru are fairly capable as cannon fodder goes. While weaker than the samurai and best used in [[ZergRush overwhelming numbers,]] they are still definitely worth recruiting, especially since samurai units tend to be much more expensive and harder to recruit. Good tactics can also allow them to beat samurai units with relatively few casualties.

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* BattleThralls: The Mongol's Mongols' basic, cheap infantry units from the ''Mongol Invasion'' expansion are basically Korean captives/vassals pressed into service.
* CannonFodder: Ashigaru are fairly capable as cannon fodder goes. While weaker than the samurai and best used in [[ZergRush overwhelming numbers,]] numbers]], they are still definitely worth recruiting, especially since samurai units tend to be much more expensive and harder to recruit. Good tactics can also allow them to beat samurai units with relatively few casualties.



** [[spoiler: After your clan achieves victory, the final cutscene jumps forward into the far future. It show your daimyo's statue being displayed in a public square in high-tec, CyberPunk style Tokyo, with the narrator saying how legends of your courage and cunning still lives on to this very day.]]
** [[spoiler: In the ''Mongol Invasion'' expansion pack, if you fail to defeat the Mongolian invasion of Japan, the ending skips forward to the future. It shows the same cutscene as mentioned above with the modern day Tokyo in the future, seemingly suggesting that history goes on same as before... [[WhamLine except then narrator reveals that you are looking at the province of Japan, which is now part of Mongolia]]. With its cultural heritage and legends of the samurai being long since forgotten by history. The final shot of the ending being a giant statue of Kubla Khan standing proudly in a public park at the city center.]]

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** [[spoiler: After your clan achieves victory, the final cutscene jumps forward into the far future. It show your daimyo's statue being displayed in a public square in high-tec, CyberPunk style Tokyo, with the narrator saying how legends of your courage and cunning still lives on to this very day.]]
]
** [[spoiler: In the ''Mongol Invasion'' expansion pack, if you fail to defeat the Mongolian invasion of Japan, the ending skips forward to the future. It shows the [[spoiler:the same cutscene as mentioned above with the modern day Tokyo in the future, seemingly suggesting that history goes on same as before... [[WhamLine except then narrator reveals that you are looking at the province of Japan, which is now part of Mongolia]]. With Mongolia]], with its cultural heritage and legends of the samurai being long since forgotten by history. The final shot of the ending being is a giant statue of Kubla Khan standing proudly in a public park at the city center.]]
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* DemonicSpiders: Warrior Monks, if the AIRoullette hates your guts. Nodachi Samurai can qualify this, but only if you don't field any cavalry

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* DemonicSpiders: Warrior Monks, if the AIRoullette AIRoulette hates your guts. Nodachi Samurai can qualify this, but only if you don't field any cavalrycavalry or any Nodachi Samurai yourself. Any ranged units becomes this if you're fielding Kensais.

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* DemonicSpiders: Warrior Monks, if the AIRoullette hates your guts. Nodachi Samurai can qualify this, but only if you don't field any cavalry



* GoddamnBats: Calvary Archers. The only unit besides themselves who can catch up to them is Yari Cavalry.[[UnwinnableByDesign Combine it with unlimited ammo and no Yari Cavalry and...]] (See Below)



* UnwinnableByDesign: You can make units have unlimited ammo in the options. Combine this with an AI who uses Cavalry Archers and you have no Yari Cavalry and...[[note]]The game automatically makes range units pull out when enemy units comes close. The Cavalry Archers happens to have higher speed than all but one unit. It will continously pelt your units until it runs out of ammo, unless you have unlimited ammo on.[[/note]]
* UnwinnableByInsanity: You can wait out for the last turn without completing your objectives, or have your daimyo with no heir fight a battle with no chance to escape.



** Cathedrals. They provide the owner income from all churches, not just yours- but the AI will never make churches enough to make a sizable profit.
** Gunpowder units. A clever player can just zerg rush them and immediately cause them to rout. The AI is aware of this, making battles such as [[UsefulNotes/OdaNobunaga Nagashino impossible]].

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** Cathedrals. They provide the owner income from all churches, not just yours- but the AI will never make churches enough to make a sizable profit.
profit. While it provides the creation of Musketeers, a Gun Factory is much more efficient, but... (See below)
** To a lesser extent, Christianity. While they provide gunpowder units earlier than the dutch, the AI who doesn't like [[UsefulNotes/JapaneseChristian anyone who is a Christian, even if the Daimyo in question]] [[{{Irony}}is a Christian himself.]] You also have to deal with Buddhist rebellions, which may spawn [[DemonicSpiders Warrior Monks.]]
** Gunpowder units. Where do we begin?
*** Arquebusiers. Unless you happen to have a Citadel and an Armory [[note]]requirements of a Gun Factory[[/note]]or a Cathedral, you're going to be stuck using them most of the game.
*** Musketeers. By the time you can make one, you already almost beaten the game. While its more feasable in the 1580 scenario, your time is SEVERELY limited with the almost lack of heirs.
***
A clever player can just zerg rush them and immediately cause them to rout. The AI is aware of this, making battles such as [[UsefulNotes/OdaNobunaga Nagashino impossible]].impossible]].
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* GuideDangIt: Unit losses can only be recovered through a manual process which requires the damaged unit to be sent to a province that is capable of training units, has the correct recruitment building (example: Yari Samurai requires a Yari Dojo), and put directly into the training queue to be retrained to full strength. Needless to say, this user-unfriendly detail at least played a part in introducing automatic replenishment in the later games.

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* GuideDangIt: Unit losses can only be recovered through a manual process which requires the damaged unit to be sent to a province that is capable of training units, has the correct recruitment building (example: Yari Samurai requires a Yari Dojo), and then put directly into the training queue to be retrained to full strength. Needless to say, this user-unfriendly detail at least played a part in introducing automatic replenishment in the later games.
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* GuideDangIt: Unit losses can only be recovered through a manual process which requires the damaged unit to be sent to a province that is capable of training units, has the correct recruitment building (example: Yari Samurai requires a Yari Dojo), and put directly into the training queue to be retrained to full strength. Needless to say, this user-unfriendly detail at least played a part in introducing automatic replenishment in the later games.
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None

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* MagikarpPower: Trying to use Ninjas early on with no rank seems like a waste of Koku as they can die more often than not. And it's only when you've upgraded their recruitment building to maximum level that they can start to live long enough to enjoy a successful career full of numerous assassinations.
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* ArtisticLicenseReligion: In one geisha assassination cutscne, a Catholic priest seems to be wearing a rosary as a necklace. Even today, most Catholics consider that a very inappropriate use for one.

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* ArtisticLicenseReligion: In one geisha assassination cutscne, cutscene, a Catholic priest seems to be wearing a rosary as a necklace. Even today, most Catholics consider that a very inappropriate use for one.
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* GameBreakingBug: Until it was patched, ''The Mongol Invasion'' expansion caused the original campaign to treat the "Rebels and Ronin" garrisons that control the majority of the map at the beginning to act like a full hostile faction. The resulting tsunami of rebel armies would quickly overwhelm all the playable sides in the first few turns.

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* GameBreakingBug: Until it was patched, ''The Mongol Invasion'' expansion caused the original campaign to treat the "Rebels and Ronin" garrisons that control the majority of the map at the beginning to act like a full hostile faction. The resulting tsunami of rebel armies would quickly overwhelm all the playable sides in the first few turns. Amusingly enough it did not count as a faction for victory conditions, meaning the last side standing wins by default.
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* ArtisticLicenseReligion: In one geisha assassination cutscne, a Catholic priest seems to be wearing a rosary as a necklace. Even today, most Catholics consider that a very inappropriate use for one.

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Start of a rough page


[[redirect:VideoGame/TotalWar]]

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[[redirect:VideoGame/TotalWar]][[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/shoguntotalwar.jpg]]

''Shogun: Total War'' is the first game in the Creator/CreativeAssembly's''VideoGame/TotalWar'' strategy franchise. The player takes control of a Japanese clan during the UsefulNotes/SengokuPeriod attempting to conquer the nation and claim the position of shogun.

An ExpansionPack called Mongol Invasion was released in 2001 which allowed players to control either side of the Mongol invasions of Japan.

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!!Shogun: Total War provides examples of:

* AlternateHistory The whole premise of ''Mongol Invasion'' is that the storm that destroyed the real-life invasion fleet never happened.
* AntiFrustrationFeatures: The AI will never create Geisha houses outside of glitches and bugs. Note the word "House".
* BattleThralls: The Mongol's basic, cheap infantry units from the ''Mongol Invasion'' expansion are basically Korean captives/vassals pressed into service.
* CannonFodder: Ashigaru are fairly capable as cannon fodder goes. While weaker than the samurai and best used in [[ZergRush overwhelming numbers,]] they are still definitely worth recruiting, especially since samurai units tend to be much more expensive and harder to recruit. Good tactics can also allow them to beat samurai units with relatively few casualties.
* ChurchMilitant: The militant Buddhist, and later Christian, samurai, who would rise up if upset at your daimyo's religious policy, be it conversion to Christianity or refusal to give up Shintoism if said daimyo conquers a territory that has been converted to Christianity.
* CyberpunkWithAChanceOfRain: There is one such near-future Japan in the game's victory cinematic.
* DistantFinale:
** [[spoiler: After your clan achieves victory, the final cutscene jumps forward into the far future. It show your daimyo's statue being displayed in a public square in high-tec, CyberPunk style Tokyo, with the narrator saying how legends of your courage and cunning still lives on to this very day.]]
** [[spoiler: In the ''Mongol Invasion'' expansion pack, if you fail to defeat the Mongolian invasion of Japan, the ending skips forward to the future. It shows the same cutscene as mentioned above with the modern day Tokyo in the future, seemingly suggesting that history goes on same as before... [[WhamLine except then narrator reveals that you are looking at the province of Japan, which is now part of Mongolia]]. With its cultural heritage and legends of the samurai being long since forgotten by history. The final shot of the ending being a giant statue of Kubla Khan standing proudly in a public park at the city center.]]
* DummiedOut: The game had text and sound files that remained unused, including:
** Material related to the Chosokabe clan, which was [[PromotedToPlayable used later in Shogun 2.]]
** Sound files mentioning the birth of a daughter, a concept which was later used in Medieval.
** Unused text lines stating Christian Excommunication, which was later used in Medieval.
* FacingTheBulletsOneLiner: Or close to it, anyway. When a major clan is destroyed (and thus the daimyo dies), he recites a historical "death poem", written by samurai before they either committed {{seppuku}} or went off to a LastStand.
* FactionSpecificEndings: The ending cutscene changes slightly depending on what clan you played as.
* GameBreakingBug: Until it was patched, ''The Mongol Invasion'' expansion caused the original campaign to treat the "Rebels and Ronin" garrisons that control the majority of the map at the beginning to act like a full hostile faction. The resulting tsunami of rebel armies would quickly overwhelm all the playable sides in the first few turns.
* InstrumentOfMurder: There is a brief cutscene that shows a ninja assassinating his target with a poison dart blown out of a flute. The Geishas also have several fairly brutal instrumental kills. Special mention goes to the assassination scene where a Geisha kills a room full of enemies, armed only with a violin-type instrument.
* OneManArmy: The Kensai unit, a master swordsman capable of tearing through entire units or holding a choke point all by his lonesome.
* ShootTheMessenger: If the rival faction you're sending an emissary to really hates your guts, your emissary may come back to you missing everything from the neck down.
* StockFootage: Kind of, in that the opening cinematic of the Warlord Edition is an actual scene from ''Film/{{Ran}}''.
* TutorialFailure:
** The optional tutorial has one scenario where you get a unit of archers perched on a hillside and are tasked with taking out a unit of spearmen marching up the hill. Supposedly, this was to demonstrate the importance of high ground... except the spearmen take piss-all damage for some reason and WILL reach your archers with minimal casualties. What you are actually supposed to do is to retreat to the nearby hilltop, shoot from there until the spearmen get close, then assume wedge formation and counter-charge them. Even so, it's a LuckBasedMission due to the two sides being evenly matched until one side's general is killed.
** Later, the tutorial makes you the attackers and tasks you with driving arquebusiers off a hill. Thing is, the enemy is completely unable to shoot due to the rain, making the whole thing a zero-risk endeavor.
* UselessUsefulSpell:
** Cathedrals. They provide the owner income from all churches, not just yours- but the AI will never make churches enough to make a sizable profit.
** Gunpowder units. A clever player can just zerg rush them and immediately cause them to rout. The AI is aware of this, making battles such as [[UsefulNotes/OdaNobunaga Nagashino impossible]].
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[[redirect:VideoGame/TotalWar]]

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