
If you send them against an army, they can demoralize it for the next turn (and remember how important morale is). A 100% Buddhist province isn't going to be inspired to revolt by a Portuguese missionary. However, these are expensive and dependent on the settlements religious leanings. If you have them attempt to infiltrate a city, you have the option to directly 'Incite a revolt'. You can use this offensively by converting enemy territories to a different religion and thereby starting revolts. In your own territories, this is used as a pacification technique. Monks convert provinces to your religion.


And most importantly, they can assassinate generals (including heirs and daimyo) and other agents. They can also subvert armies - meaning they can't move that turn. They can sabotage buildings in or outside a city so they can't be used. It takes a lot of effort to get from one end to the other, and if you start at either end, in all likelihood, you'll never see the other end unless you sail an invasion force up there. Up north, there are fewer, larger ones, equivalent to Russia (I guess). Around Kyoto there are many separate provinces akin to the German states in Empire. Japan is large and the province sizes vary wildly. Alternatively, you can disrupt the enemy's economy by sacking their farms and going after their mines.Īs far as feel, it feels most similar to Napoleon, which is to say large enough, but condensed compared to other total war games. Food is very important in Shogun so having your farms attacked is a big deal. The campaign map is similar to Empire, where your non-unit-producing buildings are actually on the campaign map and can be disrupted. What are the most radical changes in the world map by the way? I guess diplomacy and agent action have been overhauled somewhat, but apart from that? Does the relatively small size of the map have any effect on things or have the provinces been scaled up to match European countries or US states? This means that you can face a somewhat sizeable army of 700 or so and come away with no losses if you have enough bowmen. No more arbitrarily losing a bunch of men manning your artillery because it takes a percentage from each unit, it now seems to calculate losses based on it's own strategy. But a vast improvement from previous titles are the casualties you'll take from small armies.

It also means that unlike other games where if you had a 51% chance to win you could pull out an upset and decisively win, now you'll get a Pyrrhic victory for that battle like every time. There's much less coin flipping to the auto resolves. Except for the naval battles with cannon ships (you'll see in my next post), yes, completely.
