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Shogun: Total War
by James Cobb
Compared with the glitz of the 3D tactical battles, the campaign mode might seem to be a plain stepsister. A few moments of thought will change this impression. Production, economics, development, diplomacy and trade are simple compared to games like Alpha Centauri. This simplification is actually the glue that holds Shogun system together. All elements are aimed at a military victory of a total war. The integration of them becomes intricate at that level.
Campaign play starts off with players as daimyo of a clan. As such, they begin with a few military units, a castle and a handful of the sixty provinces. The provinces are the most important consideration early. Their agriculture is the only source of income, and their location as either coastal, border or safe interior area determine their role in play. A hidden attribute is their terrain; enemies think first before they cross rivers to attack a mountain fastness.
Provinces can be improved with better agriculture and, if coastal, by ports that bring in a fixed income as well as European missionaries and firearms. All essential information is displayed on the main screen while detailed data is just a click away.
The key building is the castle. By developing the castles through the four levels, other buildings become available. The first level allows basic troop training while the other levels bring forth dojos for advanced troops. More esoteric building include Buddhist temples, Christian cathedrals, Ninja houses and Geisha houses. Tea houses play a pivotal role due to their role in creating better spies, Ninjas and Geishas. Something more than adding two lumps was going on in those establishments. Armories and gun factories add an extra edge to armories.
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